Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Hulk! 1.4.4 Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Hulk |
Class | Sun Paladin |
Level / Exp | 11 / 30% |
Size | medium |
Lifes / Deaths | Killed by Doomed Shade of Maj'Ehulk at level 11 on the 45th Dusk 122nd year of Ascendancy at 15:43 / 2Killed by Doomed Shade of Maj'Ehulk at level 11 on the 45th Dusk 122nd year of Ascendancy at 16:05 |
Primary Stats
Strength | 1035 (base 33) |
Dexterity | 1024 (base 10) |
Constitution | 1009 (base 10) |
Magic | 1014 (base 14) |
Willpower | 1017 (base 10) |
Cunning | 1026 (base 10) |
Resources
Life | -8443/130479 |
Positive | 77/80 |
Stamina | 2647/2647 |
Equilibrium | 0 |
Healing Factor | 0.65664556962025 |
Regeneration | 6571.6406697337 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -90% |
Spell | 0% |
Global | +137.93103448276% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 10 |
Offense: Mainhand
Damage | 1587 |
Accuracy | 234 |
Crit Chance | 619% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 192 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 202 |
Crit Chance | 100% |
Speed | 1 |
Defense: Base
Armour (hardiness) | -30.450849718747 (30%) |
Defense | 158 |
Ranged Defense | 160 |
Fatigue | 7 |
Physical Save | 143 |
Spell Save | 153 |
Mental Save | 146 |
Defense: Resistances
All | -5%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Confusion Resistance | 100% |
Disarm Resistance | 50% |
Knockback Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 82% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 84. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 241%, your defense is increased by 241 and all your resistances by 241%. Its effects scale with your Magic stat. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Celestial / Crusader | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
detrimental effect | Reduces global action speed by 45%. Slow |
beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (6.2 counters remaining) Counter Attacking |
detrimental effect | Huge cut that bleeds, doing 1729.43 physical damage per turn and decreasing all heals received by 34%. Deep Wound |
detrimental effect | All damage done by the target will also hurt it for 32%. Martyrdom |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is off balance and is 305% more likely to be crit by the target that set it up. In addition all its saves are reduced by 305. Set Up |
detrimental effect | The gloom has stunned the target, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned by the gloom |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The creature is burnt by light, dealing 320.99 light damage each turn and reducing armour by 45. Lightburn |
detrimental effect | Huge cut that bleeds, doing 2339.99 physical damage per turn. Bleeding |
detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 602, defense by 202 and looses all evasion bonus from being unseen. Illumination |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Equipment
On feet | pair of voratun boots 'Xanawyn' (10 def, 5 armour) pair of voratun boots 'Xanawyn' (10 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +4% Changes stats: +1 Cun / +1 Mag Changes resistances: +6% blight / +12% light Spell save: +15 (+2 eff.) Only die when reaching: -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | heroic hardened leather gloves of dexterity (+5) (0 def, 7 armour) heroic hardened leather gloves of dexterity (+5) (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+1 eff.) Armour: +7 Changes stats: +5 Dex Mental save: +11 (+1 eff.) Maximum life: +61.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Lelysta the hardened leather cap (0 def, 3 armour) Lelysta the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +3 Str / +4 Wil Changes resistances: +8% blight / +14% light / +13% darkness Changes resistances penetration: +10% blight Mental save: +8 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 3403.1 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Tool | elven-wood totem of thorny skin 'Skyvalor' [power 32] (4/8 cooldown) elven-wood totem of thorny skin 'Skyvalor' [power 32] (4/8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 52% chance to daze Damage when hit (Melee): 4 mind Changes stats: +2 Wil Changes resistances penetration: +15% lightning Critical mult.: +5.00% Mental save: +6 (+0 eff.) Maximum hate: +8.00 It can be used to harden the skin for 7 turns increasing armour by 32 and armour hardiness by 60%, putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Earasahell the Foresthue Earasahell the ForesthueCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+1 eff.) Effects on melee hit: * Slows global speed by 45% * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 8 blight Changes stats: +10 Dex / +2 Wil / +16 Cun Changes resistances: +6% acid Changes damage: +3% nature Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Mana when firing critical spell: +3.00 Hate when firing a critical mind attack: +3.00 Maximum life: +50.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 28%. Rings can have magical properties. |
Around waist | hardened leather belt 'Lavatorrent' hardened leather belt 'Lavatorrent'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% acid / +3% blight / +20% fire / +22% cold / +9% lightning Spell save: +28 (+4 eff.) A belt that goes around your waist. |
Main armor | Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
In main hand | arcing voratun greatmaul of amnesia (63.5-95.25 power, 4 apr) arcing voratun greatmaul of amnesia (63.5-95.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +28 lightning When wielded/worn: Massive two-handed mauls. |
Cloak | shadow elven-silk cloak of conjuring (3 def, 0 armour) shadow elven-silk cloak of conjuring (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +22% darkness Changes resistances penetration: +14% arcane / +18% darkness Changes damage: +14% arcane / +24% darkness Critical mult.: +30.00% Stealth bonus: +25 Maximum mana: +90.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Inventory
teleportation rune (range 103) teleportation rune (range 103)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Scorchdeath the dwarven-steel battleaxe (32.5-48.75 power, 2 apr) Scorchdeath the dwarven-steel battleaxe (32.5-48.75 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +56 insidious poison Burst (radius 1) on hit: +8 fire When wielded/worn: Changes stats: +3 Cun / +2 Con Changes damage: +9% fire Infravision radius: +2 Massive two-handed battleaxes. |
Zubata the Wildrip (54.5-81.75 power, 4 apr) Zubata the Wildrip (54.5-81.75 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +28 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Physical crit. chance: +21.0% Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +8 (+0 eff.) Damage when hit (Melee): 8 mind Changes resistances: +19% acid / +6% blight / +21% fire / +21% lightning / +24% cold Changes damage: +6% mind Spell save: +27 (+4 eff.) Disease immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Massive two-handed battleaxes. |
warbringer's stralite greatmaul (54-81 power, 3 apr) warbringer's stralite greatmaul (54-81 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +19 (+1 eff.) Changes stats: +7 Con Changes resistances penetration: +12% physical Disarm immunity: +19% Massive two-handed mauls. |
warbringer's stralite greatmaul of erosion (53.5-80.25 power, 3 apr) warbringer's stralite greatmaul of erosion (53.5-80.25 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +17 nature / +19 temporal When wielded/worn: Physical power: +16 (+1 eff.) Changes stats: +6 Con Changes resistances penetration: +16% physical Disarm immunity: +25% Massive two-handed mauls. |
pair of iron boots 'Yaragorn' (0 def, 8 armour) pair of iron boots 'Yaragorn' (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes stats: +2 Str Reduces incoming crit damage: 10.00% Infravision radius: +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 (3/3) Rod of Recall (3/3)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, costing 110 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 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. |
diamond diamond0.00 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. |
pearl pearl0.00 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. |
Achievements
By Maj'Ehulk the Hulk Sun Paladin level 11
45th Dusk 122nd year of Ascendancy at 15:07 see stats
By Maj'Ehulk the Hulk Sun Paladin level 10
44th Dusk 122nd year of Ascendancy at 11:26 see stats
By Maj'Ehulk the Hulk Sun Paladin level 10
44th Dusk 122nd year of Ascendancy at 21:19 see stats
By Maj'Ehulk the Hulk Sun Paladin level 3
76th Pyre 122nd year of Ascendancy at 08:47 see stats
By Maj'Ehulk the Hulk Sun Paladin level 3
76th Pyre 122nd year of Ascendancy at 08:47 see stats
By Maj'Ehulk the Hulk Sun Paladin level 7
76th Pyre 122nd year of Ascendancy at 17:33 see stats
By Maj'Ehulk the Hulk Sun Paladin level 10
44th Dusk 122nd year of Ascendancy at 20:50 see stats
By Maj'Ehulk the Hulk Sun Paladin level 11
45th Dusk 122nd year of Ascendancy at 15:43 see stats
Log
Maj'Ehulk hits Doomed Shade of Maj'Ehulk for (1 absorbed), 0 blight, (1 absorbed), 0 physical, (0 absorbed), 0 mind (0 total damage).
Doomed Shade of Maj'Ehulk hits Maj'Ehulk for 12279 physical, 24 lightning, , 404 light, , , 6 physical (12716 total damage).
Doomed Shade of Maj'Ehulk casts Sun Ray.
Doomed Shade of Maj'Ehulk's spell attains critical power!
Maj'Ehulk shrugs off the critical damage!
Shadow resists the blinding light!
Maj'Ehulk resists the blinding light!
Doomed Shade of Maj'Ehulk performs a melee critical strike against Maj'Ehulk!
Maj'Ehulk shrugs off the critical damage!
Doomed Shade of Maj'Ehulk resists the mind attack!
Maj'Ehulk damages himself through Martyrdom!
Doomed Shade of Maj'Ehulk strikes Maj'Ehulk in the darkness (+32% damage).
Weapon of Wrath strikes Maj'Ehulk in the darkness (+32% damage).
Maj'Ehulk hits Doomed Shade of Maj'Ehulk for 1 blight, 1 physical, 0 mind (4 total damage).
Weapon of Wrath hits Maj'Ehulk for 1217 fire damage.
Doomed Shade of Maj'Ehulk hits Maj'Ehulk for 1832 light, 7482 physical, 24 lightning, , 404 light, , , 6 physical, 0 blight, 0 physical, 0 mind (9753 total damage).
Doomed Shade of Maj'Ehulk's solar fury subsides.
Maj'Ehulk is dazed!
Shadow misses Maj'Ehulk.
Maj'Ehulk is not dazed anymore.
Doomed Shade of Maj'Ehulk strikes Maj'Ehulk in the darkness (+32% damage).
Maj'Ehulk damages himself through Martyrdom!
Doomed Shade of Maj'Ehulk hits Maj'Ehulk for 1 physical, 75 light (77 total damage).
Bleeding from Maj'Ehulk hits Doomed Shade of Maj'Ehulk for 2 physical damage.
Maj'Ehulk misses Doomed Shade of Maj'Ehulk.
Doomed Shade of Maj'Ehulk counters the attack!
Doomed Shade of Maj'Ehulk performs a melee critical strike against Maj'Ehulk!
Maj'Ehulk shrugs off the critical damage!
Saving game...