Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 | 
| Addons | Infinite500 v2.1: Revised high level play for ToME 1.1.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229).  Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus!  | 
| Campaign | Infinite | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Yeek | 
| Class | Bulwark | 
| Level / Exp | 14 / 45% | 
| Size | small | 
| Lifes / Deaths | Killed by naga myrmidon at level 8 on the 78th Pyre 122nd year of Ascendancy at 20:11 0 / 6Killed by naga myrmidon at level 8 on the 78th Pyre 122nd year of Ascendancy at 22:11 Killed by Borfast the Broken at level 12 on the 6th Mirth 122nd year of Ascendancy at 10:31 Killed by shadow at level 12 on the 6th Mirth 122nd year of Ascendancy at 12:21 Killed by orc pyromancer at level 14 on the 9th Mirth 122nd year of Ascendancy at 05:24 Killed by oozing horror at level 14 on the 9th Mirth 122nd year of Ascendancy at 20:51  | 
Primary Stats
| Strength | 38 (base 32) | 
| Dexterity | 23 (base 24) | 
| Constitution | 28 (base 25) | 
| Magic | 10 (base 10) | 
| Willpower | 25 (base 10) | 
| Cunning | 20 (base 10) | 
Resources
| Life | -4/397 | 
| Stamina | 98/146 | 
| Healing Factor | 1.3232800442971 | 
| Regeneration | 63.979112307049 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +86.95652173913% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 5 | 
| See Invisible | 10 | 
Offense: Mainhand
| Damage | 40 | 
| Accuracy | 27 | 
| Crit Chance | 12% | 
| APR | 8 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 5 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 24.75 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +4% | 
| Physical | -10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 56.648396599345 (81.030927835052%) | 
| Defense | 26.311263042595 | 
| Ranged Defense | 30.311263042595 | 
| Fatigue | 41 | 
| Physical Save | 40.7 | 
| Spell Save | 27.125 | 
| Mental Save | 31.375 | 
Defense: Resistances
| Darkness | + 16%( 80%) | 
| Physical | + 5%( 72%) | 
| Lightning | + 3%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 34% | 
| Confusion Resistance | 55% | 
| Pinning Resistance | 23% | 
| Disarm Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 54% | 
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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. Its effects scale with your Dexterity stat.  | 
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 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%.  | 
Class Talents
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Battle tactics | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Shield defense | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Technique / Shield offense | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat veteran | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cursed / Cursed aura | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Yeek | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 3/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
Effects
| talent | Shield Wall | 
| detrimental effect | Reduces global action speed by 15%. Slow | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption | 
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time.  | 
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.0)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns.  | 
| detrimental effect | The target is grappled, unable to move, and has its defense and attack reduced by 10. Grappled | 
| beneficial effect | A flow of life spins around the target, regenerating 27.64 life per turn. Regeneration | 
| beneficial effect | The target is recovering 4 life each turn and its healing modifier has been increased by 10%. Recovery | 
| detrimental effect | The target is being strangled and may not cast spells and suffers 20 damage each turn. Strangle Hold | 
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent.  | 
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -3 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns.  | 
Quests
You successfully escorted the injured seer to the recall portal on level 7 of Infinite Dungeon. Escort: injured seer (level 7 of Infinite Dungeon)As a reward you improved Willpower by +1.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Infinite Dungeon. Escort: lost sun paladin (level 2 of Infinite Dungeon)As a reward you improved Strength by +2.  | done | 
You successfully escorted the worried loremaster to the recall portal on level 3 of Infinite Dungeon. Escort: worried loremaster (level 3 of Infinite Dungeon)As a reward you improved Strength by +2.  | done | 
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory!  | active | 
Equipment
| On feet | miner's pair of rough leather boots (0 def, 5 armour) (Shrouds) miner's pair of rough leather boots (0 def, 5 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Infravision radius: +1 Curse of Shrouds A pair of boots made of leather.  | 
| On hands | Spellhunt Remnants (1 def, 2 armour) (Misfortune) Spellhunt Remnants (1 def, 2 armour) (Misfortune)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% Curse of Misfortune It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.  | 
| On head | Steel Helm of Garkul (0 def, 6 armour) (Nightmares) Steel Helm of Garkul (0 def, 6 armour) (Nightmares)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live.  | 
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
| On fingers | titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 Rings can have magical properties.  | 
| On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +23.00 Rings can have magical properties.  | 
| In main hand | steel waraxe of crippling (13.5-18.9 power, 3 apr) (Corpses) steel waraxe of crippling (13.5-18.9 power, 3 apr) (Corpses)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +5.0% Curse of Corpses One-handed war axes.  | 
| Light source | survivor's brass lantern survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Light radius: +2 Healing mod.: +11% 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.  | 
| In off hand | steel shield of harmony (6 def, 2 armour, 15.5 dam, 37.5 block) (Shrouds) steel shield of harmony (6 def, 2 armour, 15.5 dam, 37.5 block) (Shrouds)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.0% Block value: +38 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +2 Block Healing mod.: +11% Curse of Shrouds 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 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 17 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices  | 
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour) (Misfortune) resilient linen cloak of Eldoral (1 def, 0 armour) (Misfortune)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +1 Dex Maximum life: +30.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor | dwarven-steel plate armour 'Shimmerspike' (5 def, 11 armour) (Nightmares) dwarven-steel plate armour 'Shimmerspike' (5 def, 11 armour) (Nightmares)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +5 Cun / +4 Wil Changes resistances: +2% physical / +3% lightning Physical save: +3 Mental save: +15 Confusion immunity: +20% Curse of Nightmares A suit of armour made of metal plates.  | 
Inventory
steel mace of torment (12.5-17.5 power, 3 apr) (Misfortune) steel mace of torment (12.5-17.5 power, 3 apr) (Misfortune)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Changes resistances penetration: +5% mind / +6% darkness Curse of Misfortune Blunt and deadly.  | 
enveloping linen cloak of protection (6 def, 0 armour) (Shrouds) enveloping linen cloak of protection (6 def, 0 armour) (Shrouds)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Physical save: +5 Spell save: +6 Mental save: +5 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
This item will automatically be transmogrified when you leave the level. pair of iron boots (0 def, 3 armour) (Misfortune)pair of iron boots (0 def, 3 armour) (Misfortune) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
iron helm of constitution (+2) (0 def, 3 armour) (Nightmares) iron helm of constitution (+2) (0 def, 3 armour) (Nightmares)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 Con Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
miner's rough leather cap of dexterity (+2) (0 def, 3 armour) (Corpses) miner's rough leather cap of dexterity (+2) (0 def, 3 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Dex Infravision radius: +1 Curse of Corpses A cap made of leather.  | 
radiant iron mail armour of clarity (2 def, 4 armour) (Corpses) radiant iron mail armour of clarity (2 def, 4 armour) (Corpses)Requires: - Strength 14 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Wil Damage when the wearer is hit: 5 light Changes resistances: +6% mind / +11% blight / +11% darkness Mental save: +11 Light radius: +1 Curse of Corpses A suit of armour made of mail.  | 
iron shield (4 def, 2 armour, 9.5 dam, 19 block) (Corpses) iron shield (4 def, 2 armour, 9.5 dam, 19 block) (Corpses)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Curse of Corpses Handheld deflection devices  | 
spinel 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.  | 
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 is 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.  | 
2 amethyst 2 amethyst0.00 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% Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Level 10
			Got a character to level 10.By Papagelos of Defense the Yeek Bulwark level 10
1st Mirth 122nd year of Ascendancy at 13:10 see stats
Log
Talent Block is ready to use.
Oozing horror uses Tentacle Grab.
Papagelos of Defense is grappled!
Papagelos of Defense is being strangled.
Papagelos of Defense hits Oozing horror for 38 physical damage.
Oozing horror hits Papagelos of Defense for 8 nature, 8 acid (16 total damage).
Oozing horror's nature slow area effect hits Papagelos of Defense for 25 nature damage.
Oozing horror's nature slow area effect hits Papagelos of Defense for 26 nature damage.
Strangle Hold from Oozing horror hits Papagelos of Defense for 20 nature damage.
Oozing horror is no longer attuned.
Oozing horror attunes to the damage.
Oozing horror is invigorated by the attack!
Papagelos of Defense hits Oozing horror for 10 blight damage.
Oozing horror hits Papagelos of Defense for 17 nature damage.
Oozing horror's nature slow area effect hits Papagelos of Defense for 26 nature damage.
Oozing horror's nature slow area effect hits Papagelos of Defense for 25 nature damage.
Papagelos of Defense hits Oozing horror for 31 physical damage.
Oozing horror hits Papagelos of Defense for 8 nature, 8 acid (16 total damage).
Strangle Hold from Oozing horror hits Papagelos of Defense for 20 nature damage.
Oozing horror uses Mana Clash.
Oozing horror hits Papagelos of Defense for 0 arcane damage.
Oozing horror's nature slow area effect hits Papagelos of Defense for 26 nature damage.
Oozing horror's nature slow area effect hits Papagelos of Defense for 25 nature damage.
Strangle Hold from Oozing horror hits Papagelos of Defense for 20 nature damage.
Papagelos of Defense uses Infusion: Regeneration.
Papagelos of Defense starts regenerating health quickly.
Saving game...
