







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Higher |
Class | Anorithil |
Level / Exp | 50 / 423211% |
Size | medium |
Lifes / Deaths | Killed by Doomed Shade of Anorithil at level 50 on the 26th Dusk 122nd year of Ascendancy at 15:42 / 1 |
Primary Stats
Strength | 1000018 (base 10) |
Dexterity | 1000016 (base 10) |
Constitution | 1000030 (base 10) |
Magic | 1000033 (base 16) |
Willpower | 1000012 (base 10) |
Cunning | 1000012 (base 13) |
Resources
Life | -1075372/1001096 |
Positive | 1000111/1000146 |
Negative | 1000126/1000146 |
Healing Factor | 2.5 |
Regeneration | 2500060 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 21.445804187595 |
Infravision | 12 |
See Stealth | 1083.7195961563 |
See Invisible | 1083.7195961563 |
Offense: Mainhand
Damage | 11597 |
Accuracy | 7473 |
Crit Chance | 600005% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6314 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 6623 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Blight | +25% |
Arcane | +15% |
Cold | +15% |
Darkness | +30% |
Light | +87% |
Temporal | +20% |
Physical | +20% |
Lightning | +6% |
Offense: Damage Penetration
Acid | +50% |
Temporal | +35% |
Mind | +35% |
Physical | +35% |
Cold | +55% |
All | +15% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 6623 |
Ranged Defense | 6623 |
Fatigue | 0 |
Physical Save | 5906 |
Spell Save | 5906 |
Mental Save | 5906 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 53%( 70%) |
All | + 13%( 70%) |
Lightning | + 29%( 70%) |
Light | + 70%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 22%( 70%) |
Darkness | + 55%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Confusion Resistance | 68% |
Silence Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 54% |
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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Celestial / Circles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Star fury | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.84 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Glyphs | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Twilight | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sunlight | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.84 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Higher | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
Quests
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 must stop the nagas. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
Equipment
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+0 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 1870090 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 20 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+0 eff.) Effects on melee hit: * 25 arcane resource burn Damage when hit (Melee): 10 light Changes stats: +7 Dex Changes resistances: +12% blight / +24% darkness / +6% arcane / +21% light Changes damage: +9% light Light radius: +4 Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+0 eff.) Effects on melee hit: * 32% chance to reduce damage dealt by 394% Damage when hit (Melee): 4 darkness / 6 lightning Changes stats: +9 Str / +10 Con Changes resistances: +40% light / +12% acid Changes resistances penetration: +35% acid Changes damage: +12% acid / +20% light / +15% darkness / +6% lightning Mental save: +14 (+0 eff.) Confusion immunity: +38% Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Con Changes resistances: +18% nature Changes resistances penetration: +20% mind Talent masteries: +0.34 Celestial / Light +0.34 Celestial / Eclipse Physical save: +17 (+0 eff.) Life regen: +9.00 Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +2.00 Maximum life: +70.00 Maximum mana: +29.00 Maximum hate: +4.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 601% Damage when hit (Melee): 12 light Changes resistances: +15% acid / +12% lightning Changes damage: +25% blight / +15% cold / +48% light Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +12 (+0 eff.) Spell crit. chance: +17% Light radius: +4 Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +5 Con Changes resistances: +15% blight / +6% lightning / +6% acid Changes resistances penetration: +40% cold / +15% all Silence immunity: +30% Confusion immunity: +30% Life regen: +16.00 Spellpower: +15 (+0 eff.) Spell crit. chance: +1% Light radius: +11 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+0 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 16 power out of 28/28) : Effective talent level: 2.2 Power cost: 16 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 10830.72 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+0 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+0 eff.) It can be used to activate talent Temporal Reprieve (costing 29 power out of 14/50) : Effective talent level: 1.0 Power cost: 29 out of 14/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Inventory
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 34 power out of 60/60) : Effective talent level: 2.0 Power cost: 34 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+0 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+0 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 46 power out of 150/150) : Effective talent level: 4.0 Power cost: 46 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 173, doing 3959.62 cold damage and 4131.78 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 344 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 115 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. |
![]() Powered 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) Activation costs 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Anorithil the Higher Anorithil level 50
7th Mirth 122nd year of Ascendancy at 03:31 see stats
By Anorithil the Higher Anorithil level 12
74th Pyre 122nd year of Ascendancy at 13:11 see stats
By Anorithil the Higher Anorithil level 50
7th Mirth 122nd year of Ascendancy at 09:17 see stats
By Anorithil the Higher Anorithil level 10
74th Pyre 122nd year of Ascendancy at 12:49 see stats
By Anorithil the Higher Anorithil level 20
2nd Mirth 122nd year of Ascendancy at 10:05 see stats
By Anorithil the Higher Anorithil level 30
2nd Mirth 122nd year of Ascendancy at 10:05 see stats
By Anorithil the Higher Anorithil level 40
2nd Mirth 122nd year of Ascendancy at 10:09 see stats
By Anorithil the Higher Anorithil level 50
2nd Mirth 122nd year of Ascendancy at 10:09 see stats
By Anorithil the Higher Anorithil level 1
74th Pyre 122nd year of Ascendancy at 12:49 see stats
By Anorithil the Higher Anorithil level 1
74th Pyre 122nd year of Ascendancy at 12:49 see stats
By Anorithil the Higher Anorithil level 1
74th Pyre 122nd year of Ascendancy at 12:49 see stats
By Anorithil the Higher Anorithil level 1
74th Pyre 122nd year of Ascendancy at 12:49 see stats
By Anorithil the Higher Anorithil level 12
74th Pyre 122nd year of Ascendancy at 13:11 see stats
By Anorithil the Higher Anorithil level 12
74th Pyre 122nd year of Ascendancy at 13:11 see stats
Log
Anorithil hits Doomed Shade of Anorithil for 113197 light, 10770 darkness (123967 total damage).
Anorithil hits Rak'Shor Cultist for (280615 to bones), 0 light, 7479 darkness (7479 total damage).
Anorithil hits Golem (servant of Doomed Shade of Anorithil) for 463853 light damage.
Anorithil killed Golem (servant of Doomed Shade of Anorithil)!
Anorithil stops burning.
Doomed Shade of Anorithil stops burning.
Doomed Shade of Anorithil's spell attains critical power!
Doomed Shade of Anorithil's Living Lightning hits Anorithil for 7080 lightning damage.
Anorithil's Corona hits Rak'Shor Cultist for 3454 darkness damage.
Rak'Shor Cultist casts Blood Grasp.
Rak'Shor Cultist's spell attains critical power!
Doomed Shade of Anorithil activates Hymn of Shadows.
You collect a new ingredient: orc heart (1).
Anorithil's light area effect hits Rak'Shor Cultist for 275377 light damage.
Anorithil's light area effect hits Doomed Shade of Anorithil for 184863 light damage.
Anorithil's Corona hits Doomed Shade of Anorithil for 87579 light damage.
Rak'Shor Cultist's cleansing fire area effect hits Anorithil for 20 fire damage.
Anorithil resists Rak'Shor Cultist's 'Rotting Disease'!
Doomed Shade of Anorithil casts Totality.
Anorithil's light area effect killed Rak'Shor Cultist!
Rak'Shor Cultist's Blood Grasp hits Anorithil for 372 blight damage.
Rak'Shor Cultist receives 77 healing from Rak'Shor Cultist's Blood Grasp.
Doomed Shade of Anorithil activates Call Shadows.
Doomed Shade of Anorithil's Corona hits Anorithil for 435075 darkness damage.
Doomed Shade of Anorithil casts Darkest Light.
Doomed Shade of Anorithil's spell attains critical power!
Doomed Shade of Anorithil casts Starfall.
Doomed Shade of Anorithil's spell attains critical power!
Doomed Shade of Anorithil hits Anorithil for 1633923 darkness damage.
Anorithil the level 50 higher anorithil was swallowed by the void to death by a Doomed Shade of Anorithil but nobody knew why him suddenly became evil on level 3 of Shadow Crypt.