











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Thalore |
Class | Mindslayer |
Level / Exp | 16 / 19% |
Size | medium |
Lifes / Deaths | Killed by Borius, Avatar of Bearness at level 16 on the 6th Haze 122nd year of Ascendancy at 07:14 / 1 |
Primary Stats
Strength | 15 (base 11) |
Dexterity | 16 (base 10) |
Constitution | 15 (base 10) |
Magic | 10 (base 10) |
Willpower | 54 (base 40) |
Cunning | 40 (base 36) |
Resources
Life | -558/423 |
Psi | 61/163 |
Healing Factor | 1.0460311219417 |
Regeneration | 0.88912645365047 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 46.359939435378 |
See Invisible | 45.359939435378 |
Offense: Mainhand
Damage | 17 |
Accuracy | 48 |
Crit Chance | 16% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 15 |
Accuracy | 48 |
Crit Chance | 12% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Nature | +23% |
Mind | +9% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Mind | +20% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 23 (30%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 27 |
Mental Save | 32 |
Defense: Resistances
Acid | + 8%( 70%) |
Blight | + 5%( 70%) |
Physical | + 8%( 70%) |
Cold | + 31%( 70%) |
All | + 2%( 70%) |
Darkness | + 15%( 70%) |
Light | + 14%( 70%) |
Lightning | + 8%( 70%) |
Mind | + 11%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Pinning Resistance | 21% |
Poison Resistance | 50% |
Knockback Resistance | 60% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 226 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -328 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1088 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 74 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Charged mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
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 lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | 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 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * '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.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. 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 pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within | active |
Equipment
Psionic focus | ![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Changes resistances: +6% lightning Spell save: +6 (+3 eff.) Massive two-handed battleaxes. |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+2 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Spell save: +6 (+3 eff.) Maximum life: +40.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes resistances: +6% acid Changes resistances penetration: +5% acid Changes damage: +6% mind Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +5 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 | ![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +2 Str / +2 Dex / +4 Con Changes resistances: +12% light / +13% darkness Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +3% mind / +6% cold Critical mult.: +20.00% Equilibrium when hit: +0.04 Mindpower: +5 (+2 eff.) Infravision radius: +1 A pair of boots made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 140 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 31 Changes resistances: +6% mind / +24% cold Changes damage: +12% cold Mental save: +3 (+2 eff.) Equilibrium when hit: +0.12 Mindpower: +15 (+5 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
Around neck | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 7 power out of 8/8) : Effective talent level: 2.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 121.19 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 3 mind / 4 darkness Changes damage: +3% mind / +3% darkness Talent granted: +1 Attune Mindstar Life regen: +0.60 Maximum life: +14.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+5 eff.) Changes stats: +2 Mag / +2 Wil Physical 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. |
Main armor | ![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Damage when hit (Melee): 4 nature Changes stats: +1 Dex Changes resistances: +6% physical Changes resistances penetration: +10% nature / +20% mind Changes damage: +3% nature Physical save: +11 (+6 eff.) Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 A suit of armour made of leather. |
Inventory
![]() Kyfang the dwarven-steel dagger (125% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 126% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 58% Damage (radius 2) on crit: +16 acid When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +10 (+7 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% * 10% chance to reduce armor by 10% Changes stats: +3 Cun Disarm immunity: +25% Sharp, short and deadly. |
![]() Voregada the Deepstreason Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 On weapon hit: * 10% chance to reduce damage dealt by 25% When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +3.0% Effects on ranged hit: * 20% chance to reduce damage dealt by 25% * 10% chance to reduce all saves and defense by 31 Changes resistances: +3% nature Changes damage: +9% mind / +6% nature / +9% darkness Slings are used to hurl stones or metal shots at your foes. |
![]() Silydhevena the Cindercut (132% power, 4 apr, blight element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 132% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Con Changes resistances penetration: +15% mind Changes damage: +20% blight / +3% fire / +15% mind Talent granted: +1 Command Staff Critical mult.: +13.00% Maximum hate: +8.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +11% Light radius: +2 Staves designed for wielders of magic, by the greats of the art. |
![]() pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() radiant dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 light Changes stats: +3 Dex Changes resistances: +6% light Changes damage: +4% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Ce'Nomira the Shockraven (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +3% physical / +15% fire Changes resistances penetration: +20% lightning Changes damage: +6% lightning Disarm immunity: +10% Healing mod.: +10% A suit of armour made of mail. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 172 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Noctane the Thalore Mindslayer level 10
5th Mirth 122nd year of Ascendancy at 12:11 see stats
By Noctane the Thalore Mindslayer level 8
2nd Mirth 122nd year of Ascendancy at 21:18 see stats
By Noctane the Thalore Mindslayer level 13
1st Summertide 122nd year of Ascendancy at 14:21 see stats
Log
Noctane's Beyond the Flesh hits Borius, Avatar of Bearness for 51 physical, 0 arcane, 9 mind, 4 darkness, 13 physical, 12 fire (89 total damage).
Poison from Noctane hits Borius, Avatar of Bearness for 2 nature damage.
Melee retaliation hits Borius, Avatar of Bearness for 5 nature damage.
Borius, Avatar of Bearness hits Noctane for (37 to psi shield), 107 physical (107 total damage).
Noctane uses Thermal Leech.
Borius, Avatar of Bearness resists the freezing!
Noctane stops regenerating health quickly.
Noctane hits Borius, Avatar of Bearness for 48 cold damage.
Noctane's Beyond the Flesh hits Borius, Avatar of Bearness for 21 physical, 0 arcane, 9 mind, 4 darkness, 13 physical, 12 fire (59 total damage).
Poison from Noctane hits Borius, Avatar of Bearness for 2 nature damage.
Melee retaliation hits Borius, Avatar of Bearness for 5 nature damage.
Borius, Avatar of Bearness hits Noctane for (37 to psi shield), 103 physical (103 total damage).
Noctane uses Telekinetic Smash.
Noctane hits Borius, Avatar of Bearness for 1 nature, 14 nature, 9 mind, 4 darkness, 13 physical, 12 fire, 22 nature, 9 mind, 4 darkness, 13 physical, 12 fire, 38 physical, 0 arcane, 9 mind, 4 darkness, 13 physical, 12 fire (188 total damage).
Noctane's Beyond the Flesh hits Borius, Avatar of Bearness for 26 physical, 0 arcane, 9 mind, 4 darkness, 13 physical, 12 fire (64 total damage).
Poison from Noctane hits Borius, Avatar of Bearness for 2 nature damage.
Melee retaliation hits Borius, Avatar of Bearness for 5 nature damage.
Borius, Avatar of Bearness hits Noctane for (37 to psi shield), 108 physical (108 total damage).
Noctane performs a telekinetically enhanced leap!
Poison from Noctane hits Borius, Avatar of Bearness for 2 nature damage.
Something hits Noctane for (37 to psi shield), 109 physical (109 total damage).
Borius, Avatar of Bearness uses Clinch.
Noctane is grappled!
Borius, Avatar of Bearness is engaged in a grapple!
Melee retaliation hits Borius, Avatar of Bearness for 5 nature damage.
Borius, Avatar of Bearness hits Noctane for (37 to psi shield), 103 physical (103 total damage).
Noctane the level 16 thalore mindslayer was bled to death by Borius, Avatar of Bearness on level 3 of Bearscape.