Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Vampire |
| Class | Arcane Blade |
| Level / Exp | 8 / 2% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 26 (base 23) |
| Dexterity | 13 (base 10) |
| Constitution | 15 (base 12) |
| Magic | 27 (base 16) |
| Willpower | 20 (base 15) |
| Cunning | 20 (base 17) |
Resources
| Life | 215/219 |
| Mana | 192/192 |
| Stamina | 126/126 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 8 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 31 |
| Crit Chance | 9% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 13.62 (59.10447761194%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 17 |
| Physical Save | 15 |
| Spell Save | 17 |
| Mental Save | 14 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: 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 / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Vampire | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Arcane Combat |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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 toll 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 that it stinks. |
| On hands | rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around neck | warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
| Main armor | iron mail armour of temporal resistance (2 def, 4 armour) iron mail armour of temporal resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +16% temporal A suit of armour made of mail. |
| On head | miner's iron helm (0 def, 4 armour) miner's iron helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Light source | Wintertide Phial Wintertide PhialPowered 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 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| In main hand | arcing iron battleaxe of massacre (24-36 power, 1 apr) arcing iron battleaxe of massacre (24-36 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Massive two-handed battleaxes. |
Inventory
manasurge rune (603% regen over 10 turns; 30 instant mana) manasurge rune (603% regen over 10 turns; 30 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 603% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
iron greatsword (17-27.2 power, 1 apr) iron greatsword (17-27.2 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Anedan the Gleamstun (12-16.8 power, 2 apr)Anedan the Gleamstun (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to blind Damage (Melee): +5 mind When wielded/worn: Changes resistances: +3% light It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. gifted mossy mindstar (2-2.2 power, 12 apr, mind damage)gifted mossy mindstar (2-2.2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +5 (+3 eff.) Mental crit. chance: +1% 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. |
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 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 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 75.31 physical damage to all targets in line, and inflicting bleeding for another 37.66 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. |
This item will automatically be transmogrified when you leave the level. Relgilen the Corruptioncast (12.5-17.5 power, 2 apr)Relgilen the Corruptioncast (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +11 insidious poison / +4 nature When wielded/worn: Changes stats: +1 Wil Changes damage: +6% nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots of tirelessness (0 def, 1 armour)pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. shielding linen wizard hat (1 def, 0 armour)shielding linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag Spell save: +5 (+4 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour (2 def, 4 armour)spiked iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical A suit of armour made of mail. |
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 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
rough leather armour of fire resistance (1 def, 2 armour) rough leather armour of fire resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +15% fire A suit of armour made of leather. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+5 eff.) Light radius: +2 See stealth: +6 See invisible: +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. |
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. |
elm totem of thorny skin [power 15] (20 cooldown) elm totem of thorny skin [power 15] (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 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. bright elm wand of clairvoyance [power 9] (6 cooldown)bright elm wand of clairvoyance [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 49 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
Log
Serpentarius deactivates Stone Skin.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
The shield around Serpentarius crumbles.
Talent Pulverizing Auger is ready to use.
Talent Stone Skin is ready to use.
Talent Rune: Shielding is ready to use.
Talent Arcane Reconstruction is ready to use.
Rested for 47 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: hostile spotted to the southwest (green mold)).
Serpentarius hits Green mold for 50 physical damage.
Serpentarius killed Green mold!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: hostile spotted to the south (giant brown ant)).
Giant brown ant misses Serpentarius.
Serpentarius hits Giant brown ant for 50 physical, 9 lightning (59 total damage).
Giant brown ant hits Serpentarius for 5 physical damage.
Serpentarius hits Giant brown ant for 43 physical damage.
Serpentarius killed Giant brown ant!
Serpentarius deactivates Arcane Combat.
