Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 19 / 18% |
Size | medium |
Lifes / Deaths | Killed by Shino at level 12 on the 37th Haze 122nd year of Ascendancy at 12:17 0 / 6Killed by giant venus flytrap at level 14 on the 70th Haze 122nd year of Ascendancy at 11:03 Killed by orc corruptor at level 15 on the 10th Allure 123rd year of Ascendancy at 02:36 Killed by multi-hued drake hatchling at level 16 on the 5th Regrowth 123rd year of Ascendancy at 00:10 Killed by Celia at level 19 on the 15th Dusk 123rd year of Ascendancy at 08:06 Killed by Aletta Soultorn at level 19 on the 17th Dusk 123rd year of Ascendancy at 06:36 |
Antimagic | Follower |
Primary Stats
Strength | 46 (base 46) |
Dexterity | 17 (base 11) |
Constitution | 30 (base 30) |
Magic | 10 (base 10) |
Willpower | 20 (base 20) |
Cunning | 13 (base 12) |
Resources
Life | -107/606 |
Stamina | 179/179 |
Equilibrium | 0 |
Healing Factor | 1.2592147729953 |
Regeneration | 9.8990610920771 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 16.54677130326 |
See Invisible | 16.54677130326 |
Offense: Mainhand
Damage | 93 |
Accuracy | 46 |
Crit Chance | 23% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Light | +12% |
Physical | +6% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Mind | +15% |
Defense: Base
Armour (hardiness) | 55.723073231957 (96.438666929426%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 29 |
Physical Save | 23 |
Spell Save | 23 |
Mental Save | 13 |
Defense: Resistances
Lightning | + 4%( 70%) |
Cold | + 7%( 70%) |
Nature | + 4%( 70%) |
Blight | + 12%( 70%) |
Physical | + 12%( 70%) |
Fire | + 19%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 31% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 633% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
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 183 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Berserker's strength | 1.44 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 2 of Daikara) | failed |
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 Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Shino. Escort: lone alchemist (level 3 of Old Forest) | failed |
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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | pair of iron boots 'Shiverspawner' (0 def, 5 armour) pair of iron boots 'Shiverspawner' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +5 Fatigue: +2% Changes resistances: +3% cold Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 | Loriredan (0 def, 4 armour) Loriredan (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes resistances: +2% physical Changes resistances penetration: +15% mind Pinning immunity: +10% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | quick elm totem of healing [power 104] (11 cooldown) quick elm totem of healing [power 104] (11 cooldown)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 104 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Flashquick FlashquickCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 nature Changes damage: +12% lightning Stun/Freeze immunity: +20% Life regen: +2.00 Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Mindpower: +15 (+7 eff.) Rings make your fingers look great! |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 54.04 You won the Ring of Blood trial, and this is your reward. |
Around waist | blurring rough leather belt of life blurring rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Stealth bonus: +5 Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist. |
In main hand | balanced steel battleaxe of massacre (32-49 power, 2 apr) balanced steel battleaxe of massacre (32-49 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +9 (+5 eff.) Disarm immunity: +31% Massive two-handed battleaxes. |
On hands | voratun gauntlets 'Lustrepeal' (0 def, 15 armour) voratun gauntlets 'Lustrepeal' (0 def, 15 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +9 Physical power: +8 (+2 eff.) Armour: +15 Fatigue: +5% Damage (Melee): 13 physical Changes resistances: +8% blight Changes damage: +6% physical / +12% light / +6% mind Spell save: +17 (+9 eff.) Mental save: +9 (+8 eff.) Maximum life: +56.00 Light radius: +3 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. |
Main armor | impenetrable steel plate armour of fire resistance (0 def, 14 armour) impenetrable steel plate armour of fire resistance (0 def, 14 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Fatigue: +22% Changes resistances: +16% fire A suit of armour made of metal plates. |
Cloak | resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | warrior's steel amulet of mastery (0.14 Technique / Berserker's strength) warrior's steel amulet of mastery (0.14 Technique / Berserker's strength)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Talent mastery: +0.14 Technique / Berserker's strength Stamina each turn: +0.30 Amulets make your neck look great! |
Inventory
copper amulet of mastery (0.10 Technique / Combat techniques) copper amulet of mastery (0.10 Technique / Combat techniques)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Technique / Combat techniques Amulets make your neck look great! |
rogue's copper ring of light (+22%) rogue's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
steel ring 'Scorchwing' steel ring 'Scorchwing'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% lightning / +5% arcane / +15% fire / +15% nature / +3% acid Changes damage: +13% lightning Rings make your fingers look great! |
truestriking steel battleaxe of amnesia (21-32 power, 2 apr) truestriking steel battleaxe of amnesia (21-32 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +7 Changes resistances penetration: +9% physical Massive two-handed battleaxes. |
steel greatmaul of crippling (26-40 power, 2 apr) steel greatmaul of crippling (26-40 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. cured leather sling of piercingcured leather sling of piercing Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +6% all Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Thundernoon the ash vilestaff (15-18 power, 3 apr, fire element)Thundernoon the ash vilestaff (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +3% Changes resistances: +12% lightning / +6% temporal Changes resistances penetration: +5% mind / +15% lightning Changes damage: +9% lightning / +15% fire / +6% mind Talent granted: +1 Command Staff Physical save: +2 (+1 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Reduces paradox anomalies(equivalent to willpower): +5 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff (15-18 power, 3 apr, darkness element)ash starstaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 36.85 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 36.85 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Mental save: +6 (+6 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. |
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. |
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 Activation costs 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) 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. |
Achievements
By Shino the Cornac Berserker level 15
10th Allure 123rd year of Ascendancy at 03:34 see stats
By Shino the Cornac Berserker level 10
26th Haze 122nd year of Ascendancy at 20:53 see stats
By Shino the Cornac Berserker level 19
66th Pyre 123rd year of Ascendancy at 08:16 see stats
By Shino the Cornac Berserker level 7
16th Haze 122nd year of Ascendancy at 12:52 see stats
By Shino the Cornac Berserker level 11
32nd Haze 122nd year of Ascendancy at 17:34 see stats
Log
Gigantic sandworm tunneler hits Shino for 29 physical damage.
Shino succumbs to heightening fears!
Aletta Soultorn's mind surges with critical power!
Shino becomes haunted!
Shino is no longer terrified
Talent Death Dance is ready to use.
Heighten Fear from Aletta Soultorn hits Shino for 43 mind, 24 darkness (68 total damage).
Shino is lost in despair!
Shino receives 2 healing from Bloodcaller.
Melee retaliation hits Shino for 16 mind damage.
Shino hits Aletta Soultorn for 56 physical, 6 physical (62 total damage).
Shino's regains its senses.
Shino has recovered!
Haunted from Aletta Soultorn hits Shino for 167 mind, 93 darkness (260 total damage).
Shino attacks Gigantic sandworm tunneler in a fit of paranoia.
Gigantic sandworm tunneler is dazed!
Gigantic sandworm tunneler becomes paranoid!
Shino receives 4 healing from Bloodcaller.
Shino hits Gigantic sandworm tunneler for 112 physical, 11 physical (123 total damage).
Shino is not silenced anymore.
Shino seems more focused.
Shino no longer revels in blood quite so much.
Haunted from Aletta Soultorn hits Shino for 146 mind, 82 darkness (227 total damage).
Shino uses Infusion: Regeneration.
Shino starts regenerating health quickly.
Shino is no longer weakened.
Haunted from Aletta Soultorn hits Shino for 104 mind, 58 darkness (162 total damage).
Shino the level 19 cornac berserker was shadowed to death by Aletta Soultorn and offered to her dark Master on level 1 of Dreadfell.