Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
| Addons | Items Vault 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Temporal Warden |
| Level / Exp | 11 / 83% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 27 (base 15) |
| Dexterity | 31 (base 23) |
| Constitution | 18 (base 14) |
| Magic | 20 (base 20) |
| Willpower | 26 (base 17) |
| Cunning | 10 (base 10) |
Resources
| Life | 253/310 |
| Stamina | 104/120 |
| Paradox | 175 |
| Healing Factor | 1.52 |
| Regeneration | 2.508 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -35% |
| Spell | 0% |
| Global | +86.070797642506% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 35 |
| Crit Chance | 7% |
| APR | 5 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.1 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +17% |
| Light | +22% |
| Acid | +23% |
| Fire | +16% |
| Physical | +20% |
| Cold | +17% |
| All | +12% |
Offense: Damage Penetration
| Acid | +8% |
| Physical | +13% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 17.35 |
| Ranged Defense | 20.175 |
| Fatigue | 6 |
| Physical Save | 27.875 |
| Spell Save | 22.05 |
| Mental Save | 28.3 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 38%( 70%) |
| Nature | + 30%( 70%) |
| Blight | + 36%( 70%) |
| Fire | + 16%( 70%) |
| Cold | + 35%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 78 life. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Archery - bows | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery prowess | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Effects
| talent | Strength of Purpose |
| talent | Spacetime Tuning |
| talent | Weapon Folding |
| beneficial effect | The target calls upon its inner resources, improving all damage by 12% and reducing all damage taken by 12%. Wrath of the Eternals |
| detrimental effect | Huge cut that bleeds, doing 17.30 physical damage per turn. Bleeding |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
| detrimental effect | The target suffers from a mind parasite, giving 42% chances on each talent use to place a random 1 talents on cooldown for 2 turns. Mind Parasite |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Stire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour) miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +3 Ranged Defense: +3 Fatigue: +1% A pair of boots made of leather. |
| Quiver | self-loading quiver of elm arrows of crippling (10/13, 8.5-11.9 power, 5 apr) self-loading quiver of elm arrows of crippling (10/13, 8.5-11.9 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 8.5 - 11.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +7.0% Capacity: 13 Turns elapse between self-loadings: 4 Special effect when this weapon crits: cripple the target Arrows are used with bows to pierce your foes to death. |
| 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. |
| On head | miner's iron helm of strength (+2) (0 def, 5 armour) miner's iron helm of strength (+2) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Daimathad of conjuration [power 163] (6 cooldown) Daimathad of conjuration [power 163] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Mental save: +15 Maximum psi: +40.00 Mindpower: +12 Mental crit. chance: +4% It can be used to fire a bolt of a random element (dam 81-163), 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 | marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties. |
| On fingers | titan's copper ring of corrosion (+22%) titan's copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% acid Changes damage: +11% acid Physical save: +4 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 | caustic yew longbow of power caustic yew longbow of powerRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +9 acid blind When wielded/worn: Changes resistances penetration: +13% physical / +8% acid Changes damage: +8% physical Life regen: +0.80 Longbows are used to shoot arrows at your foes. |
| On hands | cinder rough leather gloves of the juggernaut (0 def, 1 armour) cinder rough leather gloves of the juggernaut (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Con Damage when the wearer hits(melee): 6 fire Changes resistances: +5% fire Changes damage: +4% fire Physical save: +3 Spell save: +3 Mental save: +4 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stormlord's linen robe of life (0 def, 0 armour) stormlord's linen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Wil Changes resistances: +6% cold / +6% lightning / +7% blight Changes damage: +5% lightning / +5% cold Life regen: +0.60 Maximum life: +40.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of protection (7 def, 0 armour) enveloping linen cloak of protection (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Spell save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
Inventory
plaguebringer's iron dagger (5.5-7.15 power, 5 apr) plaguebringer's iron dagger (5.5-7.15 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.5 - 7.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +5 blight When wielded/worn: Disease immunity: +9% Sharp, short and deadly. |
elm longbow of true flight elm longbow of true flightRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 80% Firing range: +7 When wielded/worn: Accuracy: +5 Physical crit. chance: +6.0% Longbows are used to shoot arrows at your foes. |
steady elm longbow of power steady elm longbow of powerRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 80% Firing range: +6 When wielded/worn: Accuracy: +5 Changes resistances penetration: +8% physical Changes damage: +9% physical Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
thunderous iron waraxe of evisceration (6.5-9.1 power, 2 apr) thunderous iron waraxe of evisceration (6.5-9.1 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 6.5 - 9.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage conversion: 25% lightning daze When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 Changes stats: +1 Str / +2 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances penetration: +6% lightning One-handed war axes. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
silk robe 'Xeryssra' (3 def, 0 armour) silk robe 'Xeryssra' (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Damage when the wearer is hit: 20 acid Changes damage: +8% mind Mental save: +16 Maximum psi: +15.00 Mindpower: +8 Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sand iron gauntlets of strength (+3) (0 def, 7 armour) sand iron gauntlets of strength (+3) (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +7 Changes stats: +3 Str Damage when the wearer hits(melee): 6 physical Changes damage: +3% physical Metal gloves protecting the hands up to the middle of the lower arm. |
nimble rough leather armour of spell shielding (1 def, 2 armour) nimble rough leather armour of spell shielding (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Ranged Defense: +3 Fatigue: +6% Changes stats: +3 Dex Spell save: +12 Movement speed: +10% A suit of armour made of leather. |
arcing quiver of elm arrows (10/10, 10-14 power, 5 apr) arcing quiver of elm arrows (10/10, 10-14 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 10.0 - 14.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 10 Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits(ranged): +6 lightning Arrows are used with bows to pierce your foes to death. |
4 agate 4 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
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. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 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. |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox failures(equivalent to willpower): +25 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping track with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
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, costing 202 power out of 273/400. 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. |
5 ametrine 5 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. |
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 Gems can be sold for money or used in arcane rituals. |
zircon 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
Level 10
Got a character to level 10.By Akaisdom the Thalore Temporal Warden level 10
46th Dusk 122nd year of Ascendancy at 21:04 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Akaisdom the Thalore Temporal Warden level 10
47th Dusk 122nd year of Ascendancy at 09:36 see stats
The Arena
Unlocked Arena mode.By Akaisdom the Thalore Temporal Warden level 8
9th Flare 122nd year of Ascendancy at 03:49 see stats
The secret city
Discovered the truth about mages.By Akaisdom the Thalore Temporal Warden level 9
42nd Dusk 122nd year of Ascendancy at 05:12 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By Akaisdom the Thalore Temporal Warden level 4
77th Pyre 122nd year of Ascendancy at 15:43 see stats
Log
Akaisdom radiates power.
Akaisdom shoots!
Cyamianhie the shalore's mind surges with critical power!
Cyamianhie the shalore is invigorated by the attack!
Cyamianhie the shalore is invigorated by the attack!
Akaisdom hits Cyamianhie the shalore for 40 physical, 12 acid, 14 temporal damage (total 64.68).
Akaisdom shoots!
Cyamianhie the shalore uses Mucus.
Cyamianhie the shalore is invigorated by the attack!
Cyamianhie the shalore is invigorated by the attack!
Akaisdom hits Cyamianhie the shalore for 44 physical, 12 acid, 14 temporal damage (total 68.30).
Akaisdom uses Crippling Shot.
Cyamianhie the shalore slows down.
Cyamianhie the shalore is invigorated by the attack!
Cyamianhie the shalore is invigorated by the attack!
Akaisdom hits Cyamianhie the shalore for 52 physical, 12 acid, 14 temporal damage (total 76.53).
Borgumbru the halfling uses Scatter Shot.
Cyamianhie the shalore uses Leaves Tide.
Bloated ooze is protected by a layer of thick leaves.
Cyamianhie the shalore is protected by a layer of thick leaves.
Akaisdom starts to bleed.
Akaisdom resists the mind attack!
Akaisdom is stunned!
Akaisdom resists the mind attack!
Borgumbru the halfling hits Akaisdom for 7 mind, 32 physical, 10 nature, 4 mind, 7 temporal damage (total 57.48).
Akaisdom deactivates Spacetime Tuning.
