Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Marauder |
Level / Exp | 15 / 67% |
Size | big |
Lifes / Deaths | Killed by spinning beam at level 2 on the 76th Pyre 122nd year of Ascendancy at 18:58 0 / 6Killed by multi-hued crystal at level 14 on the 26th Haze 122nd year of Ascendancy at 03:36 Killed by snow giant boulder thrower at level 14 on the 80th Haze 122nd year of Ascendancy at 14:24 Killed by ritch flamespitter at level 15 on the 9th Regrowth 123rd year of Ascendancy at 10:46 Killed by Emadhevena the elder vampire at level 15 on the 40th Regrowth 123rd year of Ascendancy at 10:14 Killed by Emadhevena the elder vampire at level 15 on the 40th Regrowth 123rd year of Ascendancy at 14:18 |
Primary Stats
Strength | 42 (base 29) |
Dexterity | 41 (base 26) |
Constitution | 16 (base 13) |
Magic | 11 (base 10) |
Willpower | 10 (base 10) |
Cunning | 36 (base 29) |
Resources
Life | -1/408 |
Stamina | 84/125 |
Healing Factor | 1 |
Regeneration | 6.9401321209767 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 46 |
Accuracy | 28 |
Crit Chance | 42% |
APR | 42 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 28 |
Crit Chance | 42% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 9% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 17 (43.356545961003%) |
Defense | 35 |
Ranged Defense | 39 |
Fatigue | 14 |
Physical Save | 23 |
Spell Save | 14 |
Mental Save | 14 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 26% |
Bleed Resistance | 100% |
Confusion Resistance | 64% |
Fear Resistance | 100% |
Stun Resistance | 44% |
Poison Resistance | 100% |
Knockback Resistance | 34% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 133.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 62 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.10 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 3/5 |
Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Precision |
talent | Total Thuggery |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 5%, life regeneration by 2.99, and stamina regeneration by 0.60. Bloodbath |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is recovering 22 life each turn. Recovery |
detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 18.33 blight damage per turn. Rotting Disease |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
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 |
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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Blastwell the pair of dwarven-steel boots (0 def, 4 armour) Blastwell the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Dex Changes resistances: +9% lightning / +7% fire / +9% mind / +7% cold Changes damage: +6% lightning Movement speed: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Light radius: +2 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 rough leather cap of trickery (0 def, 1 armour) bladed rough leather cap of trickery (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +2 Str / +3 Dex / +2 Cun Skullcracker multiplicator: +1 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 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 90.7 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On hands | stone warden's rough leather gloves of sorrow (0 def, 6 armour) stone warden's rough leather gloves of sorrow (0 def, 6 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Armour Hardiness: +5% Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 11 mind / 11 darkness Changes stats: +6 Con Changes resistances: +4% physical Mental save: -15 (-15 eff.) Mindpower: +4 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | iron pickaxe 'Veloda' (dig speed 30 turns) iron pickaxe 'Veloda' (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +1.0% Physical power: +4 (+1 eff.) Changes stats: +1 Str / +1 Mag / +1 Con Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | rogue's copper ring of clarity rogue's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+3 eff.) Changes stats: +2 Cun Mental save: +6 (+6 eff.) Confusion immunity: +20% Rings can have magical properties. |
On fingers | savior's copper ring of corrosion (+22%) savior's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Physical save: +7 (+4 eff.) Spell save: +7 (+6 eff.) Mental save: +7 (+6 eff.) Rings can have magical properties. |
Around neck | Isura the Woestar Isura the WoestarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 darkness Changes resistances: +17% temporal Changes damage: +9% nature / +6% darkness Pinning immunity: +26% Knockback immunity: +24% Amulets can have magical properties. |
In main hand | hateful steel dagger of erosion (12-15.6 power, 6 apr) hateful steel dagger of erosion (12-15.6 power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 temporal / +5 nature / +5 darkness Damage against: +5% Living Sharp, short and deadly. |
Around waist | blurring rough leather belt blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+5 eff.) Stealth bonus: +5 A belt that goes around your waist. |
In off hand | plaguebringer's steel dagger of crippling (11.5-14.95 power, 6 apr) plaguebringer's steel dagger of crippling (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 5% chance to disease On weapon crit: * cripple the target Damage (Melee): +5 blight When wielded/worn: Physical crit. chance: +4.0% Disease immunity: +8% Sharp, short and deadly. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+4 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
steel amulet of strength (+6) steel amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str Amulets can have magical properties. |
9 agate 9 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
59 alchemist agate 59 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. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) 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, costing 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), costing 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 amethyst 2 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 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 Beysin the Skeleton Marauder level 8
14th Dusk 122nd year of Ascendancy at 09:37 see stats
By Beysin the Skeleton Marauder level 14
34th Haze 122nd year of Ascendancy at 03:05 see stats
By Beysin the Skeleton Marauder level 15
10th Decay 122nd year of Ascendancy at 09:14 see stats
By Beysin the Skeleton Marauder level 10
65th Dusk 122nd year of Ascendancy at 08:56 see stats
By Beysin the Skeleton Marauder level 9
37th Dusk 122nd year of Ascendancy at 01:37 see stats
By Beysin the Skeleton Marauder level 4
8th Mirth 122nd year of Ascendancy at 14:29 see stats
By Beysin the Skeleton Marauder level 4
4th Mirth 122nd year of Ascendancy at 17:40 see stats
By Beysin the Skeleton Marauder level 14
35th Haze 122nd year of Ascendancy at 03:53 see stats
Log
Beysin performs a melee critical strike against Forgery of Haze (Emadhevena the elder vampire)!
Beysin revels in the spilt blood and grows stronger!
Forgery of Haze (Emadhevena the elder vampire) shrugs off the effect 'Cripple'!
Forgery of Haze (Emadhevena the elder vampire) shrugs off the effect 'Stunned'!
Forgery of Haze (Emadhevena the elder vampire) uses Empower Poisons.
Your shield crumbles under the damage!
The shield around Beysin crumbles.
Forgery of Haze (Emadhevena the elder vampire) drains life from Beysin!
Forgery of Haze (Emadhevena the elder vampire) hits Beysin for (22 absorbed), 1 blight (1 total damage).
Beysin hits Forgery of Haze (Emadhevena the elder vampire) for 86 physical, 4 blight, , 12 darkness, , 11 mind, , 6 physical, 4 darkness, 11 fire (135 total damage).
Beysin is no longer pinned.
Rotting Disease from Forgery of Haze (Emadhevena the elder vampire) hits Beysin for 11 blight damage.
Beysin misses Forgery of Haze (Emadhevena the elder vampire).
Beysin hits Forgery of Haze (Emadhevena the elder vampire) for 42 physical, 4 blight, , 12 darkness, , 11 mind, (69 total damage).
Forgery of Haze (Emadhevena the elder vampire) uses Steady Shot.
Forgery of Haze (Emadhevena the elder vampire)'s Steady Shot misses Beysin.
Rotting Disease from Forgery of Haze (Emadhevena the elder vampire) hits Beysin for 9 blight damage.
Beysin misses Forgery of Haze (Emadhevena the elder vampire).
Forgery of Haze (Emadhevena the elder vampire) resists the mind attack!
Forgery of Haze (Emadhevena the elder vampire) uses Summon.
Forgery of Haze (Emadhevena the elder vampire) summons Vampire!
Vampire misses Beysin.
Beysin hits Forgery of Haze (Emadhevena the elder vampire) for 42 physical, 4 blight, , 12 darkness, , 6 mind, (63 total damage).
Emadhevena the elder vampire uses Steady Shot.
Rotting Disease from Forgery of Haze (Emadhevena the elder vampire) hits Beysin for 9 blight damage.
Emadhevena the elder vampire's Steady Shot performs a ranged critical strike against Beysin!
Beysin is recovering from the damage!
Saving game...