











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Higher |
Class | Sun Paladin |
Level / Exp | 19 / 24% |
Size | big |
Lifes / Deaths | Killed by shadow at level 19 on the 19th Dusk 122nd year of Ascendancy at 19:49 / 1 |
Primary Stats
Strength | 68 (base 47) |
Dexterity | 57 (base 47) |
Constitution | 67 (base 47) |
Magic | 52 (base 47) |
Willpower | 55 (base 47) |
Cunning | 58 (base 47) |
Resources
Life | -275/878 |
Positive | 34/104 |
Stamina | 246/278 |
Healing Factor | 1.4735014349577 |
Regeneration | 26.067326487785 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | -3.3306690738755E-14% |
Global | +100% |
Vision
Sight | 15 |
Lite | 10 |
Infravision | 6 |
See Stealth | 8 |
See Invisible | 20 |
Offense: Mainhand
Damage | 107 |
Accuracy | 60 |
Crit Chance | 45% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 36 |
Crit Chance | 29% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Light | 0% |
Fire | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 47.50863224038 (94.051442452011%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 33 |
Physical Save | 46 |
Spell Save | 65 |
Mental Save | 48 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 37%( 70%) |
All | + 14%( 70%) |
Lightning | + 19%( 70%) |
Light | + 61%( 70%) |
Physical | + 21%( 70%) |
Darkness | + 22%( 70%) |
Fire | + 37%( 70%) |
Mind | + 20%( 70%) |
Defense: Immunities
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 4 lightning, 5 fire, 3 cold, 3 temporal |
Class Talents
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Celestial / Sun | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.38 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Higher | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Mag ----- def ----- Armour +3 Defense +9 (+3 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Random Unique] Master/Psionic While equipped: dps ---------- Apr +2 Melee Ret 6 physical ----- def ----- Defense +15 (+5 eff.) Resists +1% physical Mind.save +8 (+3 eff.) ---------- misc Light +10 See.Stealth +8 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +5 Wil +3 Con ----- def ----- Armour +4 Fatigue +4% Resists +9% blight Phys.save +5 (+2 eff.) Mind.save +13 (+5 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Cun dps ---------- Acc +9 (+2 eff.) ----- def ----- Armour +7 Fatigue +5% Resists +9% darkness Mind.save +11 (+4 eff.) Max.HP +53.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Phys.pwr +10 (+2 eff.) ----- def ----- Die.at -20.00 life ---------- misc Infravis +1 See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+3 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Max.HP +46.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Master While equipped: Stats +5 Dex +1 Mag +2 Wil +7 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -10% HP.reg +3.00 ---------- misc Stam/turn +0.30 Masteries +0.18 Technique/Shield offense Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 waraxe 1H weapon [Ego++] Arcane/Master Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 4 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 20 On Crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+2 eff.) ----- def ----- Disease- +22% One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Resists +6% acid +6% fire +6% lightning +6% cold Phys.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() 2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +6 (+2 eff.) Resists +11% light +11% fire Phys.save +6 (+2 eff.) Stealth +7 Max.HP +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +22% Resists +9% acid +7% physical +7% mind +6% cold Phys.save +14 (+5 eff.) Spell.save +6 (+2 eff.) Mind.save +15 (+5 eff.) Max.HP +31.00 Knockbk- +10% A suit of armour made of metal plates. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) Blind- +11% ---------- misc Infravis +2 Sight +2 See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 111.50 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (223). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 47.25 to 141.74 lightning damage (94.49 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(112 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Aryst the Higher Sun Paladin level 15
9th Dusk 122nd year of Ascendancy at 19:29 see stats
By Aryst the Higher Sun Paladin level 10
6th Flare 122nd year of Ascendancy at 10:25 see stats
By Aryst the Higher Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 16:21 see stats
By Aryst the Higher Sun Paladin level 13
10th Flare 122nd year of Ascendancy at 23:34 see stats
By Aryst the Higher Sun Paladin level 8
3rd Flare 122nd year of Ascendancy at 01:27 see stats
By Aryst the Higher Sun Paladin level 14
1st Dusk 122nd year of Ascendancy at 15:25 see stats
By Aryst the Higher Sun Paladin level 8
3rd Flare 122nd year of Ascendancy at 06:47 see stats
Log
Searing Sight hits Shadow for 27 light damage.
Searing Sight hits Veleganne the deformed giant venus flytrap for 14 light damage.
Aerogath the deformed white wolf uses Knockback.
Aryst resists the Gesture of Pain.
Shadow casts Shadow Lightning.
A shield forms around shadow.
A shield forms around shadow.
A shield forms around Aerogath the deformed white wolf.
A shield forms around Aryst.
A shield forms around shadow.
A shield forms around shadow.
Shadow hits Aryst for 158 lightning damage.
Aryst receives 17 healing from Shield of Light.
Shadow receives 48 healing from Aryst's healing light area effect.
Aerogath the deformed white wolf receives 44 healing from Aryst's healing light area effect.
Shadow receives 48 healing from Aryst's healing light area effect.
Shadow receives 48 healing from Aryst's healing light area effect.
Shadow receives 48 healing from Aryst's healing light area effect.
Aryst receives 60 healing from Aryst's healing light area effect.
Shadow casts Shadow Lightning.
Your shield crumbles under the damage!
The shield around Aryst crumbles.
Shadow casts Shadow Lightning.
Shadow casts Shadow Lightning.
Shadow's spell attains critical power!
Shadow hits Aryst for (60 absorbed), 196 lightning (196 total damage).
Shadow hits Aryst for 225 lightning damage.
Shield of Light hits Aryst for 21 healing, 21 healing, 21 healing (0 total damage) [63 healing].
Shadow hits Aryst for 226 lightning damage.
Aryst the level 19 higher sun paladin was electrocuted to death by a shadow on level 3 of Heart of the Gloom.