Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Cursed |
Level / Exp | 14 / 28% |
Size | big |
Lifes / Deaths | Killed by Aerukira the mean looking elven guard at level 14 on the 41st Dusk 122nd year of Ascendancy at 05:48 / 1 |
Primary Stats
Strength | 51 (base 40) |
Dexterity | 12 (base 10) |
Constitution | 22 (base 22) |
Magic | 15 (base 10) |
Willpower | 22 (base 19) |
Cunning | 16 (base 10) |
Resources
Life | -34/664 |
Hate | 79/104 |
Healing Factor | 1.1513707889357 |
Regeneration | 6.0446966419123 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 4 |
See Invisible | 3 |
Offense: Mainhand
Damage | 74 |
Accuracy | 40 |
Crit Chance | 7% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 18 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Light | +23% |
Physical | +4% |
Lightning | +12% |
Arcane | +6% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Arcane | +25% |
Defense: Base
Armour (hardiness) | 46.511077022655 (89.749889547741%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 30 |
Physical Save | 28 |
Spell Save | 32 |
Mental Save | 21 |
Defense: Resistances
Lightning | + 19%( 70%) |
Acid | + 20%( 70%) |
Light | + 9%( 70%) |
Temporal | + 3%( 70%) |
Nature | + 6%( 70%) |
Physical | + 7%( 70%) |
Fire | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 38% |
Instadeath Resistance | 100% |
Confusion Resistance | 28% |
Fear Resistance | 28% |
Pinning Resistance | 0% |
Poison Resistance | 0% |
Knockback Resistance | 28% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 620% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You failed to protect the lost warrior from death by Liseritta the giant venus flytrap. Escort: lost warrior (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
On feet | Gorelathabers (0 def, 6 armour) Gorelathabers (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +9% light Reduces incoming crit damage: 5.00% Life regen: +4.00 Maximum life: +20.00 Infravision radius: +2 A pair of boots made of leather. |
Light source | Splendourworth SplendourworthPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Damage when hit (Melee): 11 fire Changes resistances: +6% nature / +6% fire Changes damage: +3% light Disease immunity: +10% Stun/Freeze immunity: +10% Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | bladed iron helm (0 def, 3 armour) bladed iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 101.5 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets 'Torchpall' (0 def, 7 armour) iron gauntlets 'Torchpall' (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 41% Damage (Melee): 6 physical Changes resistances: +3% lightning / +3% fire Changes damage: +4% physical Spell save: +12 (+6 eff.) Maximum hate: +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Balimnir [power 26] (8/20 cooldown) Balimnir [power 26] (8/20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Cun See invisible: +3 It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. * Reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | psionicist's copper ring of corrosion (+20%) psionicist's copper ring of corrosion (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% acid Changes damage: +10% acid Mental save: +4 (+2 eff.) Rings make your fingers look great! |
On fingers | copper ring of luminosity copper ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 11 light Damage (Ranged): 14 light Changes stats: +3 Mag Changes damage: +11% light Rings make your fingers look great! |
Around neck | Turydin TurydinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +3 Dex Changes resistances penetration: +25% arcane Changes damage: +6% arcane Life regen: +1.00 Amulets make your neck look great! |
In main hand | Stormfront (Nightmares) (30-45 power, 15 apr) Stormfront (Nightmares) (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold Curse of Nightmares The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Around waist | Shinelore ShinelorePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +3% temporal Changes damage: +9% light Mental save: +6 (+3 eff.) Maximum life: +60.00 Spellpower: +3 (+2 eff.) Healing mod.: +15% A belt that goes around your waist. |
In off hand | warded iron shield of lightning resistance (+16%) (0 def, 2 armour, 7-8 power, 19 block) warded iron shield of lightning resistance (+16%) (0 def, 2 armour, 7-8 power, 19 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.0 - 8.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +19 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +16% lightning Maximum wards: +3 lightning / +3 temporal / +4 darkness / +3 fire / +3 nature / +3 blight / +4 cold / +4 arcane / +3 light Talents granted: +1 Ward +1 Block Handheld deflection devices. |
Cloak | Aeritta (1 def, 0 armour) Aeritta (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Only die when reaching: -20.00 life Maximum life: +132.00 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | impenetrable steel plate armour of stability (0 def, 14 armour) impenetrable steel plate armour of stability (0 def, 14 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Fatigue: +22% Changes resistances: +7% physical Physical save: +11 (+5 eff.) A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. shatter afflictions rune of the duelist (absorb 58; cd 22)shatter afflictions rune of the duelist (absorb 58; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Corpseradiance' copper amulet 'Corpseradiance'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 16 Changes stats: +3 Str Changes resistances: +3% nature / +6% mind Changes resistances penetration: +5% nature Amulets make your neck look great! |
steel battleaxe 'Samulantir' (Nightmares) (30-46 power, 2 apr) steel battleaxe 'Samulantir' (Nightmares) (30-46 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 nature When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +2 Str / +4 Dex / +3 Con Changes resistances penetration: +9% physical Disarm immunity: +17% Equilibrium when hit: +0.08 Curse of Nightmares Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. elm magestaff 'Crackleworth' (Shrouds) (13-16 power, 2 apr, cold element)elm magestaff 'Crackleworth' (Shrouds) (13-16 power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% lightning Changes damage: +13% cold Talent granted: +1 Command Staff Blindness immunity: +20% Maximum life: +60.00 Spellpower: +5 (+3 eff.) Spell crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Chaloleldil' rough leather belt 'Chaloleldil'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +3% light / +6% nature Spell save: +6 (+3 eff.) Poison immunity: +10% Disarm immunity: +20% Size category: +1 A belt that goes around your waist. |
Elytha (0 def, 3 armour) Elytha (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: -5% Changes resistances: +5% arcane Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Poison immunity: +10% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level. linen wizard hat 'Eclipsewisp' (11 def, 0 armour)linen wizard hat 'Eclipsewisp' (11 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +2.0% Defense: +11 (+11 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +5 Str Changes resistances: +16% nature Changes resistances penetration: +5% physical Changes damage: +11% nature A pointy cloth hat, very wizardly... |
175 alchemist agate 175 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Xotira' (dig speed 36 turns) iron pickaxe 'Xotira' (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 mind Changes stats: +2 Str / +1 Dex / +3 Wil Psi when hit: +0.04 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level. brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Cursair the Ogre Cursed level 10
8th Dusk 122nd year of Ascendancy at 09:30 see stats
By Cursair the Ogre Cursed level 10
5th Mirth 122nd year of Ascendancy at 09:23 see stats
By Cursair the Ogre Cursed level 6
1st Mirth 122nd year of Ascendancy at 01:10 see stats
Log
Cursair calms down.
Deep Wound from Aerukira the mean looking elven guard hits Cursair for 16 physical damage.
Aerukira the mean looking elven guard casts Moonlight Ray.
Aerukira the mean looking elven guard hits Cursair for 101 darkness damage.
Aerukira the mean looking elven guard hits Ghoul for 111 darkness damage.
Cursair stops regenerating health quickly.
Talent Blindside is ready to use.
Deep Wound from Aerukira the mean looking elven guard hits Cursair for 16 physical damage.
Aerukira the mean looking elven guard casts Darkest Light.
Aerukira the mean looking elven guard's spell attains critical power!
Shrouded in Darklight from Aerukira the mean looking elven guard hits Ghoul for 17 light, 17 darkness (34 total damage).
Deep Wound from Aerukira the mean looking elven guard hits Cursair for 16 physical damage.
Shrouded in Darklight from Aerukira the mean looking elven guard hits Cursair for 24 light, 26 darkness (50 total damage).
Aerukira the mean looking elven guard's Corona hits Ghoul for 26 light damage.
Aerukira the mean looking elven guard's Corona hits Ghoul for 26 darkness damage.
Aerukira the mean looking elven guard casts Shadow Blast.
Aerukira the mean looking elven guard hits Cursair for 38 darkness damage.
Aerukira the mean looking elven guard hits Ghoul for 42 darkness damage.
Aerukira the mean looking elven guard's darkness area effect hits Cursair for 19 darkness damage.
Aerukira the mean looking elven guard's darkness area effect hits Ghoul for 21 darkness damage.
Deep Wound from Aerukira the mean looking elven guard hits Cursair for 16 physical damage.
Shrouded in Darklight from Aerukira the mean looking elven guard hits Cursair for 24 light, 26 darkness (50 total damage).
Aerukira the mean looking elven guard casts Totality.
Aerukira the mean looking elven guard's darkness area effect hits Cursair for 19 darkness damage.
Cursair the level 14 ogre cursed was darkened to death by Aerukira the mean looking elven guard on level 3 of Rhaloren Camp.
Aerukira the mean looking elven guard is no longer being stalked by Cursair.