Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Ghoul |
Class | Alchemist |
Level / Exp | 11 / 7% |
Size | big |
Lifes / Deaths | Killed by golem (servant of Lichmist) at level 5 on the 76th Pyre 122nd year of Ascendancy at 18:21 2 / 2Killed by fire drake hatchling at level 7 on the 3rd Summertide 122nd year of Ascendancy at 09:51 |
Primary Stats
Strength | 26 (base 14) |
Dexterity | 11 (base 10) |
Constitution | 26 (base 14) |
Magic | 30 (base 27) |
Willpower | 20 (base 16) |
Cunning | 17 (base 13) |
Resources
Life | 318/318 |
Mana | 154/170 |
Healing Factor | 1.1316586254954 |
Regeneration | 1.980402594617 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
Offense: Mainhand
Damage | 36 |
Accuracy | 15 |
Crit Chance | 9% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Physical | +19% |
Acid | +7% |
Fire | +10% |
Nature | +11% |
Offense: Damage Penetration
Cold | +45% |
All | 0% |
Defense: Base
Armour (hardiness) | 14.286151741618 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 8 |
Physical Save | 20 |
Spell Save | 21 |
Mental Save | 24 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 14%( 70%) |
Physical | + 5%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Darkness | + 12%( 70%) |
Temporal | + 6%( 70%) |
Lightning | + 8%( 70%) |
Mind | + 5%( 70%) |
Fire | + 26%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Explosive admixtures | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Defensive Posture |
talent | Acid Infusion |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Belumira the Tidehunger (0 def, 1 armour) Belumira the Tidehunger (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 6 cold Changes resistances: +3% lightning Changes resistances penetration: +20% cold Spellpower: +4 (+2 eff.) A pair of boots made of leather. |
Quiver | 53 alchemist zircon 53 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
Light source | brass lantern brass lantern2.00 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. |
On head | Turesta the Lightningblack (1 def, 0 armour) Turesta the Lightningblack (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Wil / +3 Cun Mental save: +6 (+3 eff.) Infravision radius: +3 A pointy cloth hat, very wizardly... |
Tool | evasive elm wand of shielding [power 110] (20 cooldown) evasive elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
On fingers | rogue's steel ring of nature (+22%) rogue's steel ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
Around waist | rough leather belt 'Aeruvea' rough leather belt 'Aeruvea'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+7 eff.) Physical power: +3 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% Changes resistances: +6% temporal Physical save: +3 (+2 eff.) Spell save: +6 (+3 eff.) Equilibrium when hit: +0.04 Size category: +1 A belt that goes around your waist. |
In main hand | potent ash starstaff of might (19-22 power, 3 apr, physical element) potent ash starstaff of might (19-22 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +19% physical Talent granted: +1 Command Staff Spellpower: +8 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
On hands | alchemist's rough leather gloves of regeneration (0 def, 1 armour) alchemist's rough leather gloves of regeneration (0 def, 1 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 3 acid / 3 fire / 4 cold / 4 lightning Changes stats: +3 Mag / +2 Wil Life regen: +1.50 Stamina each turn: +0.40 Psi each turn: +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Rainobeisance the hardened leather armour (9 def, 6 armour) Rainobeisance the hardened leather armour (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +14% blight / +12% darkness / +5% mind Changes resistances penetration: +25% cold Critical mult.: +17.00% Mental save: +11 (+6 eff.) Mental crit. chance: +1% Light radius: +1 A suit of armour made of leather. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | warrior's steel amulet of mastery (0.11 Spell / Advanced-golemancy) warrior's steel amulet of mastery (0.11 Spell / Advanced-golemancy)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.11 Spell / Advanced-golemancy Stamina each turn: +0.20 Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level. copper ring of corrosion (+20%)copper ring of corrosion (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. savior's copper ringsavior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! |
Unerring Scalpel (15-19 power, 25 apr) Unerring Scalpel (15-19 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+12 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. iron mace of persecution (12-16 power, 2 apr)iron mace of persecution (12-16 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage against: +7% Unnatural When wielded/worn: Changes stats: +2 Wil Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. rough leather sling of firerough leather sling of fire Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +5 fire When wielded/worn: Changes damage: +11% fire Slings are used to hurl stones or metal shots at your foes. |
thick linen cloak of protection (1 def, 5 armour) thick linen cloak of protection (1 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +12% cold Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots 'Cloudschism' (0 def, 1 armour)pair of rough leather boots 'Cloudschism' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Armour: +1 Changes stats: +2 Dex / +1 Cun / +2 Con Changes resistances: +1% physical Changes damage: +12% lightning Physical save: +11 (+6 eff.) Mental save: +11 (+6 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Flameclash the rough leather gloves (0 def, 1 armour)Flameclash the rough leather gloves (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +9% fire Changes resistances penetration: +15% darkness / +10% fire Changes damage: +6% darkness Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 alchemist agate 9 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots (19/19, 15-18 power, 1 apr)pouch of iron shots (19/19, 15-18 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
piercing elm totem of summon tentacle [power 95] (25 cooldown) piercing elm totem of summon tentacle [power 95] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 99 Armor: 0 All Resist: 2 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
30 alchemist citrine 30 alchemist citrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lichmist the Ghoul Alchemist level 5
76th Pyre 122nd year of Ascendancy at 16:54 see stats
By Lichmist the Ghoul Alchemist level 10
4th Flare 122nd year of Ascendancy at 22:23 see stats
By Lichmist the Ghoul Alchemist level 5
76th Pyre 122nd year of Ascendancy at 16:54 see stats
By Lichmist the Ghoul Alchemist level 10
10th Flare 122nd year of Ascendancy at 12:19 see stats
Log
Golem (servant of Lichmist) hits Large brown snake for 61 physical damage.
Golem (servant of Lichmist) killed Large brown snake!
Lichmist casts Channel Staff.
Resting starts...
Rested for 4 turns (stop reason: hostile spotted to the east (brown bear)).
Golem (servant of Lichmist) uses Knockback.
Golem (servant of Lichmist) hits Brown bear for 64 physical, 15 arcane (79 total damage).
Golem (servant of Lichmist) hits Brown bear for 70 physical, 15 arcane (85 total damage).
Melee retaliation hits Brown bear for 3 cold damage.
Brown bear hits Golem (servant of Lichmist) for 7 physical damage.
Golem (servant of Lichmist) casts Rune: Shielding.
A shield forms around golem (servant of Lichmist).
Golem (servant of Lichmist) hits Brown bear for 60 physical, 15 arcane (75 total damage).
You collect a new ingredient: bear paw (1).
Golem (servant of Lichmist) hits Brown bear for 67 physical damage.
Golem (servant of Lichmist) killed Brown bear!
Golem (servant of Lichmist) hits Copperhead snake for 59 physical, 15 arcane (74 total damage).
Copperhead snake hits Golem (servant of Lichmist) for (4 absorbed), 0 physical (0 total damage).
Melee retaliation hits Copperhead snake for 4 cold damage.
Golem (servant of Lichmist) hits Copperhead snake for 51 physical damage.
Golem (servant of Lichmist) killed Copperhead snake!
The shield around golem (servant of Lichmist) crumbles.