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 | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 20 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by arcane blade at level 5 on the 79th Pyre 122nd year of Ascendancy at 05:36 1 / 5Killed by Aeryna the assassin at level 15 on the 6th Haze 122nd year of Ascendancy at 03:58 Killed by ritch flamespitter at level 19 on the 3rd Allure 123rd year of Ascendancy at 02:25 Killed by Silayarin the oozing horror at level 20 on the 4th Allure 123rd year of Ascendancy at 00:13 Killed by Silayarin the oozing horror at level 20 on the 4th Allure 123rd year of Ascendancy at 01:14 |
Primary Stats
| Strength | 15 (base 11) |
| Dexterity | 50 (base 41) |
| Constitution | 20 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 63 (base 48) |
Resources
| Life | -7/485 |
| Stamina | 167/199 |
| Healing Factor | 1.16 |
| Regeneration | 64.6004 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +86.070797642506% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 51 |
| Crit Chance | 24% |
| APR | 11 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 68 |
| Accuracy | 51 |
| Crit Chance | 18% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29.25 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +12% |
Offense: Damage Penetration
| Darkness | +7% |
| Mind | +8% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 30.573264351573 |
| Ranged Defense | 30.573264351573 |
| Fatigue | 2 |
| Physical Save | 12.25 |
| Spell Save | 10.15 |
| Mental Save | 27.35 |
Defense: Resistances
| Nature | + 9%( 70%) |
| Cold | + 30%( 70%) |
| Fire | + 7%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. Its effects scale with your Magic stat. |
| 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 274 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 11% for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 57 life. |
Class Talents
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is grappled, unable to move, and has its defense and attack reduced by 5. Grappled |
| beneficial effect | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The target is being strangled and may not cast spells and suffers 15 damage each turn. Strangle Hold |
| beneficial effect | A flow of life spins around the target, regenerating 54.84 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
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 grave | active |
You abandoned lost anorithil to death. Escort: lost anorithil (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 45. | active |
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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed honey tree root. * You've found the needed minotaur nose. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 42 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 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 | insulating rough leather cap of constitution (+2) (0 def, 1 armour) insulating rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +5% cold / +7% fire A cap made of leather. |
| On hands | Polobrekira (0 def, 1 armour) Polobrekira (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -8% Damage when the wearer hits(melee): 6 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | warded ash wand of illumination [power 7] (5 cooldown) warded ash wand of illumination [power 7] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 fire / +2 cold / +2 lightning / +1 blight / +2 temporal Talent granted: +1 Ward It can be used to light the area (rad 7), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 51 power out of 9/60. This azure ring seems to be always moist to the touch. |
| On fingers | Silivena the steel ring Silivena the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +16 Changes stats: +8 Cun / +4 Dex Changes resistances penetration: +5% temporal Changes damage: +12% temporal Mental save: +6 Confusion immunity: +20% Rings can have magical properties. |
| Around neck | inertial steel amulet inertial steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Pinning immunity: +22% Stamina each turn: +0.30 Amulets can have magical properties. |
| In main hand | quick dwarven-steel dagger of torment (18-23.4 power, 7 apr) quick dwarven-steel dagger of torment (18-23.4 power, 7 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 90% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances penetration: +8% mind / +7% darkness Sharp, short and deadly. |
| Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personal shield, costing 17 power out of 12/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Cloak | murderer's linen cloak (1 def, 0 armour) murderer's linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 Armour penetration: +4 Defense: +1 Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked cured leather armour of Eyal (2 def, 4 armour) spiked cured leather armour of Eyal (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer is hit: 12 physical Life regen: +0.60 Maximum life: +43.00 Healing mod.: +16% A suit of armour made of leather. |
Inventory
Grinandur GrinandurInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% lightning Changes damage: +18% mind Critical mult.: +15.00% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. insidious steel dagger of erosion (9.5-12.35 power, 6 apr)insidious steel dagger of erosion (9.5-12.35 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.5 - 12.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +6 nature / +12 insidious poison / +4 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron greatsword of banishment (9-14.4 power, 1 apr)balanced iron greatsword of banishment (9-14.4 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 9.0 - 14.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage against: +9% Demon When wielded/worn: Accuracy: +8 Defense: +8 Changes stats: +3 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. ash magestaff of might (15-18 power, 3 apr, cold damage)ash magestaff of might (15-18 power, 3 apr, cold damage) 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: 100% Mag Damage type: Cold Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
rejuvenating rough leather armour of lightning resistance (1 def, 2 armour) rejuvenating rough leather armour of lightning resistance (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +16% lightning Life regen: +0.60 Stamina each turn: +0.70 A suit of armour made of leather. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
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 Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 170 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ghast the Cornac Rogue level 13
17th Dusk 122nd year of Ascendancy at 11:52 see stats
Exterminator
Killed 1000 creatures.By Ghast the Cornac Rogue level 18
6th Decay 122nd year of Ascendancy at 18:02 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ghast the Cornac Rogue level 20
3rd Allure 123rd year of Ascendancy at 23:04 see stats
Level 10
Got a character to level 10.By Ghast the Cornac Rogue level 10
3rd Summertide 122nd year of Ascendancy at 10:09 see stats
Level 20
Got a character to level 20.By Ghast the Cornac Rogue level 20
3rd Allure 123rd year of Ascendancy at 22:24 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ghast the Cornac Rogue level 16
39th Haze 122nd year of Ascendancy at 02:42 see stats
The Arena
Unlocked Arena mode.By Ghast the Cornac Rogue level 5
79th Pyre 122nd year of Ascendancy at 06:05 see stats
The secret city
Discovered the truth about mages.By Ghast the Cornac Rogue level 10
4th Flare 122nd year of Ascendancy at 09:21 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ghast the Cornac Rogue level 19
1st Wintertide 123rd year of Ascendancy at 06:15 see stats
Log
Silayarin the oozing horror hits Ghast for 14 nature damage.
Ghast hits Silayarin the oozing horror for 6 physical damage.
Silayarin the oozing horror casts Glyph of Repulsion.
Silayarin the oozing horror's spell attains critical power!
Silayarin the oozing horror performs a critical strike!
Silayarin the oozing horror drains life from Ghast!
Silayarin the oozing horror drains life from Ghast!
Silayarin the oozing horror hits Ghast for 40 physical, 9 darkness, 23 blight, 18 physical, 23 blight, 9 fire damage (total 118.86).
Ghast hits Silayarin the oozing horror for 11 physical, 11 physical damage (total 20.28).
Ghast uses Venomous Strike.
Silayarin the oozing horror is invigorated by the attack!
Silayarin the oozing horror's mind surges with critical power!
Silayarin the oozing horror is invigorated by the attack!
Silayarin the oozing horror is invigorated by the attack!
Silayarin the oozing horror is invigorated by the attack!
Silayarin the oozing horror hits Ghast for 14 light, 2 nature, 37 darkness, 8 acid, 14 light, 2 nature, 37 darkness, 8 acid damage (total 119.59).
Ghast hits Silayarin the oozing horror for 0 nature, 4 blight, 0 nature, 4 blight damage (total 7.00).
Silayarin the oozing horror hits Ghast for 14 nature damage.
Ghast hits Silayarin the oozing horror for 6 physical damage.
Silayarin the oozing horror casts Twilight.
Silayarin the oozing horror drains life from Ghast!
Silayarin the oozing horror drains life from Ghast!
Silayarin the oozing horror hits Ghast for 28 blight, 9 darkness, 23 blight, 23 blight, 23 blight, 9 fire damage (total 112.83).
Ghast hits Silayarin the oozing horror for 11 physical, 11 physical damage (total 20.28).
Ghast brandishes the Vargh Redemption, calling forth the might of the oceans!
Silayarin the oozing horror hits Ghast for 14 nature damage.
Silayarin the oozing horror stops bleeding.
Silayarin the oozing horror casts Drain.
