Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 8 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 8 on the 4th Mirth 122nd year of Ascendancy at 06:59 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 20 (base 20) |
| Constitution | 13 (base 13) |
| Magic | 17 (base 16) |
| Willpower | 13 (base 10) |
| Cunning | 21 (base 21) |
Resources
| Life | -8/198 |
| Mana | 157/157 |
| Stamina | 108/108 |
| Healing Factor | 1.0245901639344 |
| Regeneration | 12.551229508197 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 10 |
| See Stealth | 38.428423104261 |
| See Invisible | 37.428423104261 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 39 |
| Crit Chance | 10% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 39 |
| Crit Chance | 14% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 4 (47.820069204152%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 10 |
| Mental Save | 11 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Duelist | 1.20 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Shadow Combat |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 396 HP on the iceblock remaining. Frozen |
| beneficial effect | Parrying melee and ranged attacks: Has a 0% chance to deflect up to 7 damage from the next 2.2 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Lossยท Stealth |
Quests
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| On feet | [vs. pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] pair of rough leather boots of uncanny dodging (2 def, 1 armour)pair of rough leather boots of uncanny dodging (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +2 (+0 eff.) (-) Ranged Defense: +2 (+0 eff.) (-) Fatigue: +1% (-) A pair of boots made of leather. |
| Quiver | [vs. storming quiver of elm arrows of accuracy (17/17, 14.5-20.3 power, 5 apr) (Quiver)] storming quiver of elm arrows of accuracy (17/17, 14.5-20.3 power, 5 apr)storming quiver of elm arrows of accuracy (17/17, 14.5-20.3 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 (-) Armour Penetration: +5 (-) Crit. chance: +1.0% (-) Capacity: 17 (-) Damage (Ranged): +17(-) lightning Burst (radius 2) on crit: +9(-) lightning Arrows are used with bows to pierce your foes to death. |
| On hands | [vs. Nyrozor (0 def, 1 armour) (On hands)] Nyrozor (0 def, 1 armour)Nyrozor (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 7(-) nature Changes stats: +2(-) Str Changes resistances: +6%(-) nature Changes damage: +3%(-) nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | [vs. stabilizing linen wizard hat of nature (+15%) (1 def, 0 armour) (On head)] stabilizing linen wizard hat of nature (+15%) (1 def, 0 armour)stabilizing linen wizard hat of nature (+15%) (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Wil Changes resistances: +15%(-) nature Changes damage: +10%(-) nature Physical save: +5 (+5 eff.) (-) A pointy cloth hat, very wizardly... |
| Tool | [vs. elm totem of thorny skin [power 16] (20 cooldown) (Tool)] elm totem of thorny skin [power 16] (20 cooldown)elm totem of thorny skin [power 16] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. copper ring of sensing (On fingers)] copper ring of sensingcopper ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +22% (-) Infravision radius: +4 (-) See stealth: +6 (-) See invisible: +5 (-) Rings can have magical properties. |
| In main hand | [vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand, 1 of 2)] Unerring Scalpel (15-19.5 power, 25 apr)Unerring Scalpel (15-19.5 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% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 (-) Crit. chance: +0.0% (-) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +50% (-) When wielded/worn: Accuracy: +20 (+10 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. Tap to cycle through comparison choices |
| Light source | [vs. Wintertide Phial (Light source)] Wintertide PhialWintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 (-) Infravision radius: +6 (-) It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| In off hand | [vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand, 1 of 2)] iron dagger (10.5-13.65 power, 5 apr)iron dagger (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7(-4.5 - -5.8) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-20) Crit. chance: +4.0% (+4.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. enveloping linen cloak of the Shaloren (7 def, 0 armour) (Cloak)] enveloping linen cloak of the Shaloren (7 def, 0 armour)enveloping linen cloak of the Shaloren (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+0 eff.) (-) Changes stats: +1(-) Wil / +1(-) Mag Physical save: +5 (+5 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. rough leather armour (1 def, 2 armour) (Main armor)] rough leather armour (1 def, 2 armour)rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+0 eff.) (-) Fatigue: +6% (-) A suit of armour made of leather. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand)] Kor's Fall (10-12 power, 0 apr, darkness element)Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-5.0 - -7.5) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 (-25) Crit. chance: +1.5% (+1.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+5 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 48.84 physical damage to all targets in line, and inflicting bleeding for another 24.42 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand)] iron waraxe (10.5-14.7 power, 2 apr)This item will automatically be transmogrified when you leave the level. iron waraxe (10.5-14.7 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7(-4.5 - -4.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-23) Crit. chance: +3.5% (+3.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) One-handed war axes. |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand, 1 of 2)] acidic iron dagger of massacre (15-19.5 power, 5 apr)This item will automatically be transmogrified when you leave the level. acidic iron dagger of massacre (15-19.5 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-20) Crit. chance: +4.0% (+4.0%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage Shield penetration (this weapon only): +0% (-50%) Damage (Melee): +5 acid When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand, 1 of 2)] iron dagger (10-13 power, 5 apr)iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0(-5.0 - -6.5) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-20) Crit. chance: +4.0% (+4.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand)] mighty elm longbowThis item will automatically be transmogrified when you leave the level. mighty elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-25) Crit. chance: +0.0% (-) Attack speed: 125% (+25%) Firing range: +6 Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) Physical power: +8 (+4 eff.) Changes stats: +3 Str Longbows are used to shoot arrows at your foes. |
[vs. iron dagger (10.5-13.65 power, 5 apr) (In off hand)] iron shield of acid resistance (+16%) (4 def, 2 armour, 21 block)This item will automatically be transmogrified when you leave the level. iron shield of acid resistance (+16%) (4 def, 2 armour, 21 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-5) Crit. chance: +0.0% (-4.0%) Attack speed: inf% (inf%) When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Changes resistances: +16% acid Talent granted: +1 Block Handheld deflection devices. |
[vs. rough leather armour (1 def, 2 armour) (Main armor)] linen robe of corrosion (+16%) (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. linen robe of corrosion (+16%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (-6%) Changes resistances: +16% acid Changes damage: +11% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. stabilizing linen wizard hat of nature (+15%) (1 def, 0 armour) (On head)] Lightningstoker (6 def, 3 armour)Lightningstoker (6 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +6 (+0 eff.) (+5 (+0 eff.)) Ranged Defense: +6 (+0 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +0(-2) Wil Changes resistances: +3%(-12%) nature Changes damage: +0%(-10%) nature Physical save: +23 (+15 eff.) (+18 (+10 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 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. |
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. |
2 citrine 2 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. |
3 zircon 3 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. |
[vs. Wintertide Phial (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 (+1) Infravision radius: +0 (-6) 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. |
[vs. Wintertide Phial (Light source)] brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 (+1) Infravision radius: +0 (-6) 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. |
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. |
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. |
Achievements
Log
Poison Pick hits Iceblock for 21 physical, 8 nature, 8 darkness, 15 physical, 8 nature, 8 darkness (66 total damage).
The Shade activates his dark staff!
The Shade hits Poison Pick for (28 to ice), 42 physical (42 total damage).
Poison Pick hits Iceblock for 23 physical, 8 nature, 8 darkness, 16 physical, 8 nature, 8 darkness (69 total damage).
Poison Pick hits Iceblock for 24 physical, 8 nature, 8 darkness, 18 physical, 8 nature, 8 darkness (72 total damage).
Poison Pick hits Iceblock for 22 physical, 8 nature, 8 darkness, 16 physical, 8 nature, 8 darkness (69 total damage).
Poison Pick is free from the ice.
Poison Pick casts Phase Door.
Poison Pick stops regenerating health quickly.
Resting starts...
Talent Stealth is ready to use.
Poison Pick activates Stealth.
Talent Infusion: Regeneration is ready to use.
Talent Phase Door is ready to use.
The Shade casts Freeze.
Rested for 71 turns (stop reason: taken damage).
Poison Pick is encased in ice!
The Shade hits Poison Pick for 113 cold damage.
Poison Pick uses Infusion: Regeneration.
Poison Pick starts regenerating health quickly.
Poison Pick deactivates Stealth.
Poison Pick's Stealth has been deactivated!
The Shade activates his dark staff!
Saving game...
