
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.47 |
| Addons | Items Vault 0.9.47 Stone Wardens DLC Class 0.9.47 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 20 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Kelad, the One Who Stole Poosh at level 20 on the 16th Shortage 122nd year of Ascendancy at 20:10 / 1 |
Primary Stats
| Strength | 32 (base 31) |
| Dexterity | 1 (base 10) |
| Constitution | 28 (base 24) |
| Magic | 30 (base 44) |
| Willpower | 4 (base 10) |
| Cunning | 1 (base 10) |
Resources
| Life | -66/598 |
| Positive | 28/67 |
| Stamina | 97/142 |
| Healing Factor | 1.4 |
| Regeneration | 21.35 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 33 |
| Crit Chance | 0% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 26.5 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 3.2 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 41.24 (63%) |
| Defense | 23.425 |
| Ranged Defense | 30.425 |
| Fatigue | 38 |
| Physical Save | 47.575977559902 |
| Spell Save | 36.313966339853 |
| Mental Save | 21.071633333333 |
Defense: Resistances
| Acid | -38%( 70%) |
| Blight | + 4%( 70%) |
| Physical | -2%( 70%) |
| Cold | + 4%( 70%) |
| All | -20%( 70%) |
| Lightning | + 46%( 70%) |
| Light | + 16%( 70%) |
| Fire | -2%( 70%) |
| Nature | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Knockback Resistance | 30% |
| Confusion Resistance | 25% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 133 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target has been returned to a much younger state, reducing all its stats by 12. Turn Back the Clock |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Wrathroot. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 21. | 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. | 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: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed snow giant kidney. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | scholar's pair of dwarven-steel boots (0 def, 4 armour) scholar's pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Spellpower: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cleanseravage (0 def, 3 armour) Cleanseravage (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +2 Dex Damage when the wearer is hit: 8 nature Allows you to breathe in: water A cap made of leather. |
| On hands | hardened leather gloves of dexterity (+3) (0 def, 2 armour) hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 Armour: +2 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
| On fingers | warrior's steel ring of lightning (+22%) warrior's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
| On fingers | titan's steel ring of clarity titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 Mental save: +5 Confusion immunity: +25% Rings can have magical properties. |
| Around neck | inertial copper amulet of strength (+3) inertial copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Pinning immunity: +21% Stamina each turn: +0.30 Amulets can have magical properties. |
| In main hand | Skyspawner (25-35 power, 4 apr) Skyspawner (25-35 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 16 lightning / 16 temporal Changes resistances: +24% lightning Blunt and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | acidic steel shield of fire resistance (+15%) (6 def, 2 armour, 18.5 dam, 36.5 block) acidic steel shield of fire resistance (+15%) (6 def, 2 armour, 18.5 dam, 36.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.0% Block value: +36 Damage when this weapon hits: +11 acid blind When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer is hit: 11 acid Changes resistances: +15% fire Talent granted: +2 Block Handheld deflection devices |
| Cloak | Chalolahor (7 def, 0 armour) Chalolahor (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Ranged Defense: +8 Changes stats: +5 Con Changes resistances: +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast's Cage (10 def, 15 armour) Borfast's Cage (10 def, 15 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: +15% physical / -15% acid Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
This item will automatically be transmogrified when you leave the level. wizard's acid wave rune (168 acid damage)wizard's acid wave rune (168 acid damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 2, doing 168.00 acid damage. Its effects scale with your Magic 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 ability. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel dagger (17.5-22.75 power, 7 apr)flaming dwarven-steel dagger (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword of erosion (35.5-56.8 power, 2 apr)balanced dwarven-steel greatsword of erosion (35.5-56.8 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +12 nature / +12 temporal When wielded/worn: Accuracy: +9 Defense: +9 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. cruel elm magestaff of might (10-12 power, 2 apr, fire damage)cruel elm magestaff of might (10-12 power, 2 apr, fire damage) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. hardened leather armour (3 def, 6 armour)hardened leather armour (3 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% A suit of armour made of leather. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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, 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
ash totem of cure poisons [power 2] (20 cooldown) ash totem of cure poisons [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
bright ash wand of trap destruction [power 39] (15 cooldown) bright ash wand of trap destruction [power 39] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to try to disarm any known traps in a line (disarm power 39), placing all other charms into a 15 cooldown. When used: 100% chances to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view (Nightmare difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Malech the Dwarf Sun Paladin level 19
6th Shortage 122nd year of Ascendancy at 09:45 see stats
Curse Lifter (Nightmare difficulty)
Killed Ben Cruthdar the Cursed.By Malech the Dwarf Sun Paladin level 9
28th Wealth 122nd year of Ascendancy at 04:53 see stats
Exterminator (Nightmare difficulty)
Killed 1000 creatures.By Malech the Dwarf Sun Paladin level 18
2nd Shortage 122nd year of Ascendancy at 14:15 see stats
Home sweet home (Nightmare difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Malech the Dwarf Sun Paladin level 19
6th Shortage 122nd year of Ascendancy at 10:10 see stats
Level 10 (Nightmare difficulty)
Got a character to level 10.By Malech the Dwarf Sun Paladin level 10
27th Dearth 122nd year of Ascendancy at 01:50 see stats
Level 20 (Nightmare difficulty)
Got a character to level 20.By Malech the Dwarf Sun Paladin level 20
15th Shortage 122nd year of Ascendancy at 19:35 see stats
Merry wintertide! (Nightmare difficulty)
Finish the Santascape event and free the little helper elves.By Malech the Dwarf Sun Paladin level 16
13rd Loss 122nd year of Ascendancy at 21:00 see stats
Rescuer of the lost (Nightmare difficulty)
Rescued the merchant from the assassin lord.By Malech the Dwarf Sun Paladin level 9
34th Profit 122nd year of Ascendancy at 22:48 see stats
Squadmate (Nightmare difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Malech the Dwarf Sun Paladin level 5
20th Voratun 122nd year of Ascendancy at 16:49 see stats
The Arena (Nightmare difficulty)
Unlocked Arena mode.By Malech the Dwarf Sun Paladin level 7
12nd Profit 122nd year of Ascendancy at 09:39 see stats
The Legend of Garkul (Nightmare difficulty)
Learned the five chapters of the Legend of Garkul.By Malech the Dwarf Sun Paladin level 19
6th Shortage 122nd year of Ascendancy at 09:45 see stats
The secret city (Nightmare difficulty)
Discovered the truth about mages.By Malech the Dwarf Sun Paladin level 17
25th Loss 122nd year of Ascendancy at 04:53 see stats
Treasure Hunter (Nightmare difficulty)
Amassed 1000 gold pieces.By Malech the Dwarf Sun Paladin level 19
6th Shortage 122nd year of Ascendancy at 13:07 see stats
Log
Prox's Lucky Halfling Foot twitches, alerting Malech that a trap is nearby.
Kelad, the One Who Stole Poosh casts Rethread.
Malech is stunned!
Kelad, the One Who Stole Poosh hits Malech for 155 temporal damage.
Malech uses Infusion: Regeneration.
Malech starts regenerating health quickly.
Kelad, the One Who Stole Poosh casts Echoes From The Past.
Kelad, the One Who Stole Poosh hits Malech for 140 temporal, 44 temporal damage (total 182.08).
Kelad, the One Who Stole Poosh casts Turn Back the Clock.
Malech is returned to a much younger state!
Kelad, the One Who Stole Poosh hits Malech for 164 temporal damage.
Malech shrugs off the effect 'Turn Back the Clock'!
Malech has regained its natural age.
Kelad, the One Who Stole Poosh hits Malech for 164 temporal damage.
Kelad, the One Who Stole Poosh casts Energy Absorption.
Malech's Shield Pummel is disrupted by the Energy Absorption!
Malech's Assault is disrupted by the Energy Absorption!
Malech's Overpower is disrupted by the Energy Absorption!
Malech's Infusion: Wild is disrupted by the Energy Absorption!
Malech seems more focused.
Malech casts Searing Light.
Malech hits Kelad, the One Who Stole Poosh for 7 light damage.
Kelad, the One Who Stole Poosh casts Turn Back the Clock.
Malech is not stunned anymore.
Malech hits Kelad, the One Who Stole Poosh for 11 light damage.
Malech is returned to a much younger state!
Saving game...
