Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
Addons | Items Vault 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Cursed |
Level / Exp | 11 / 91% |
Size | medium |
Lifes / Deaths | Killed by Kyless at level 11 on the 5th Dusk 122nd year of Ascendancy at 18:24 0 / 5Killed by Kyless at level 11 on the 5th Dusk 122nd year of Ascendancy at 20:44 Killed by Kyless at level 11 on the 5th Dusk 122nd year of Ascendancy at 22:24 Killed by Kyless at level 11 on the 6th Dusk 122nd year of Ascendancy at 01:33 Killed by Kyless at level 11 on the 6th Dusk 122nd year of Ascendancy at 06:18 |
Primary Stats
Strength | 34 (base 32) |
Dexterity | 10 (base 10) |
Constitution | 17 (base 17) |
Magic | 10 (base 10) |
Willpower | 26 (base 23) |
Cunning | 11 (base 10) |
Resources
Life | -14/318 |
Hate | 63/100 |
Healing Factor | 1.0865032699958 |
Regeneration | 45.817842895722 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 33 |
Accuracy | 32 |
Crit Chance | 12% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 21.3 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Blight | +11% |
Light | +13% |
Cold | +7% |
All | +3% |
Offense: Damage Penetration
Lightning | +15% |
Defense: Base
Armour (hardiness) | 27.92 (69%) |
Defense | 9 |
Ranged Defense | 15 |
Fatigue | 31 |
Physical Save | 23.425 |
Spell Save | 18.6 |
Mental Save | 22.475 |
Defense: Resistances
Lightning | + 14%( 70%) |
Light | + 24%( 70%) |
Nature | + 16%( 70%) |
Blight | + 16%( 70%) |
Fire | + 4%( 70%) |
Cold | + 25%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 96% |
Confusion Resistance | 100% |
Fear Resistance | 75% |
Instadeath Resistance | 100% |
Knockback Resistance | 75% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 316 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 202 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
talent | Stalk |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Stalking Kyless. Bonus level 2: +6 attack, +12% melee damage, +1.00 hate/turn prey was hit. Stalking 856/1090 +2 |
beneficial effect | A flow of life spins around the target, regenerating 40.32 life per turn. Regeneration |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Cursed Form |
beneficial effect | 9% chance to score a secondary blow. Greater Weapon Focus |
detrimental effect | Rashal is fed upon by Kyless. Fed Upon |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You failed to protect the repented thief from death by Neryldarin the large brown snake. Escort: repented thief (level 2 of Norgos Lair) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +1. | 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 begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | active |
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 |
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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed skeleton mage skull. * '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.' | 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 |
Equipment
On feet | pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | polar iron gauntlets (0 def, 1 armour) polar iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 5 cold Changes resistances: +6% cold Changes damage: +4% cold Metal gloves protecting the hands up to the middle of the lower arm. |
On head | insulating iron helm of strength (+2) (0 def, 3 armour) insulating iron helm of strength (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +6% cold / +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Chargespar of firewall [power 109] (6 cooldown) Chargespar of firewall [power 109] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 8 temporal Changes resistances: +18% lightning Changes resistances penetration: +15% lightning It can be used to creates a wall of flames lasting for 4 turns (dam 109 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +0.90 Rings can have magical properties. |
On fingers | savior's steel ring of clarity savior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +9 Spell save: +6 Mental save: +12 Confusion immunity: +26% Rings can have magical properties. |
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 main hand | Skullcleaver (16-22.4 power, 3 apr) Skullcleaver (16-22.4 power, 3 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Damage when this weapon hits: +10 drain life When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
In off hand | steel shield of harmony (6 def, 2 armour, 40.5 block) steel shield of harmony (6 def, 2 armour, 40.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +2 Block It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 10 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 17 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
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. |
Main armor | rejuvenating dwarven-steel mail armour of resilience (3 def, 8 armour) rejuvenating dwarven-steel mail armour of resilience (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Life regen: +0.70 Stamina each turn: +0.80 Maximum life: +28.00 A suit of armour made of mail. |
Inventory
psionicist's copper ring of arcana(+0.10/turn) psionicist's copper ring of arcana(+0.10/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Silence immunity: +20% Mana each turn: +0.10 Rings can have magical properties. |
flaming iron greatsword of vileness (10.5-16.8 power, 1 apr) flaming iron greatsword of vileness (10.5-16.8 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 10.5 - 16.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +6 blight Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 corrupted blood Massive two-handed swords. |
blooming mossy mindstar (2.5-2.75 power, 12 apr, nature damage) blooming mossy mindstar (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +5 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. |
mossy mindstar of clarity (3-3.3 power, 12 apr, mind damage) mossy mindstar of clarity (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mental save: +3 Maximum psi: +12.00 Mindpower: +1 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. |
nature's mossy mindstar of balance (3-3.3 power, 12 apr, nature damage) nature's mossy mindstar of balance (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +2% nature Physical save: +3 Spell save: +3 Mental save: +3 Disease immunity: +11% Equilibrium when hit: +0.60 Mindpower: +1 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. |
thought-forged iron waraxe of purging (7.5-10.5 power, 2 apr) thought-forged iron waraxe of purging (7.5-10.5 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 7.5 - 10.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +6 nature / +6 mind Damage conversion: 25% mind When wielded/worn: Changes stats: +1 Wil One-handed war axes. |
This item will automatically be transmogrified when you leave the level. protective hardened leather belt of the mysticprotective hardened leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Spell save: +7 Spellpower: +4 A belt that goes around your waist. |
rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 A belt that goes around your waist. |
Blazearc (0 def, 1 armour) Blazearc (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% light Metal gloves protecting the hands up to the middle of the lower arm. |
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 Fatigue: +6% A suit of armour made of leather. |
cleansing iron plate armour (3 def, 7 armour) cleansing iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +11% nature / +11% blight A suit of armour made of metal plates. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 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 Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 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 the forge brass lantern of the forgeInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 10 dreamforge Damage when the wearer is hit: 11 dreamforge 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. |
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. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
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 321/400. 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. |
Stokesweeper of thorny skin [power 15] (20 cooldown) Stokesweeper of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when the wearer is hit: 16 fire Changes resistances: +12% fire Changes damage: +15% fire It can be used to hardens the skin for 6 turns increasing armour by 15 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Iron Acorn Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
3 ametrine 3 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% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Rashal is no longer rampaging.
Rashal hits Kyless for 0 fire damage.
Kyless hits Rashal for 21 darkness damage.
Kyless uses Feed.
Rashal performs a critical strike!
Rashal focuses and gains an extra blow!
Rashal hits Kyless for 0 physical, 0 blight, 0 cold, 0 temporal, 0 physical, 0 blight, 0 cold, 0 temporal damage (total 0.00).
Kyless hits Rashal for 23 darkness damage.
Kyless uses Dark Tendrils.
The shield around Kyless crumbles.
Rashal drains life from Kyless!
Rashal hits Kyless for 15 physical, 10 blight, 5 cold, 8 temporal damage (total 35.61).
Kyless hits Rashal for 23 darkness damage.
Kyless uses Devour Life.
You fight through the pain! (+8 hate)
Kyless consumes 84 life from Rashal!
Kyless hits Rashal for 84 physical damage.
The dark tendrils lash at Rashal.
Rashal is pinned to the ground.
Rashal uses Infusion: Regeneration.
Rashal starts regenerating health quickly.
Kyless uses Willful Strike.
Your hatred grows even as your life fades! (+22 hate)
Your hatred grows even as your life fades! (+4 hate)
Saving done.
Saving done.
Saving game...