









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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: 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:
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Better Item Description 1.7.4This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 24 / 27% |
Size | medium |
Lifes / Deaths | Killed by dreaming Sawtree at level 17 on the 63rd Dusk 122nd year of Ascendancy at 07:52 0 / 7Killed by Adimina the red ooze at level 22 on the 21st Regrowth 123rd year of Ascendancy at 12:02 Killed by Elarin the ghast at level 22 on the 21st Regrowth 123rd year of Ascendancy at 13:49 Killed by Elarin the ghast at level 22 on the 21st Regrowth 123rd year of Ascendancy at 16:30 Killed by Mayuyalle the golem at level 24 on the 33rd Regrowth 123rd year of Ascendancy at 00:51 Killed by Islagatha the gigantic corrosive tunneler at level 24 on the 41st Regrowth 123rd year of Ascendancy at 03:07 Killed by Islagatha the gigantic corrosive tunneler at level 24 on the 41st Regrowth 123rd year of Ascendancy at 04:59 |
Primary Stats
Strength | 79 (base 47) |
Dexterity | 32 (base 10) |
Constitution | 19 (base 10) |
Magic | 84 (base 54) |
Willpower | 19 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -167/793 |
Positive | 63/119 |
Stamina | 158/192 |
Healing Factor | 1.0791723257555 |
Regeneration | 7.2844131988499 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | -2.2204460492503E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 8 |
See Invisible | 3 |
Offense: Mainhand
Damage | 116 |
Accuracy | 50 |
Crit Chance | 44% |
APR | 46 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +4% |
Light | +15% |
Blight | +3% |
Darkness | +10% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Physical | +19% |
Defense: Base
Armour (hardiness) | 24.118138619369 (56.297102139833%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 20 |
Physical Save | 27 |
Spell Save | 35 |
Mental Save | 20 |
Defense: Resistances
Acid | + 5%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Light | + 10%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 1%( 70%) |
Darkness | + 59%( 70%) |
Mind | + 3%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 44% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 29% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 520 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 127 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
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 |
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 successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. | 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 within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +3 Mag +2 Wil +1 Cun dps ---------- Spell.crit +2% Crit.mult +10.00% Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Silence- +29% Confus- +24% Stun/Frz- +30% ---------- misc Mana/turn +0.23 Psi/ret +0.04 Max.mana +27.00 Max.psi +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Mag +4 Wil dps ---------- Res.pen +5% mind ----- def ----- Max.HP +41.00 ---------- misc Light +3 See.Invis +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 | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +1% physical Die.at -40.00 life Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +12% lightning +3% temporal +3% mind Crit.chn- 15.00% Max.HP +60.00 Confus- +20% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +10 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 102% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +2 Wil dps ---------- Dmg.mod +15% light +3% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Resists +10% light +7% darkness Mind.save +10 (+5 eff.) Max.HP +51.00 ---------- misc Mana/turn +0.27 Max.mana +24.00 Light +2 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Master Power 166% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +35.0% Crit.mult +35.00% Phys.pwr +19 (+5 eff.) Res.pen +19% physical Acc +30 (+10 eff.) Apr +36 On Hit (Melee): * 10% chance to slow global speed by 37% ----- def ----- Resists +9% nature +3% cold +6% darkness +5% arcane Spell.save +9 (+5 eff.) Massive two-handed mauls. |
On hands | ![]() 1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +15 (+4 eff.) Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +3 Resists +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str +1 Dex +4 Con dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +6% nature Max.HP +36.00 HP.reg +6.50 ---------- misc Stam/turn +2.00 A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+0 eff.) Resists +11% darkness +10% temporal Spell.save +6 (+3 eff.) Def/telep +11 Res/telep +11% Dur/telep +13% ---------- misc Max.mana +41.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 darkness, 3 physical, 5 nature, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 276.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 312 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 356 damage for 5 turns. Its effects scale with your Magic stat. 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 [Rare] Nature While equipped: Stats +4 Str +2 Dex dps ---------- Mind.pwr +10 (+6 eff.) Res.pen +20% cold ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Infravis +1 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Str +4 Dex +2 Mag +5 Wil dps ---------- Melee+ 7 light 7 darkness Dmg.mod +6% light +7% darkness On Melee Ret: * 7% chance to reduce damage dealt by 11% * 7% chance to blind ----- def ----- Resists +12% fire +15% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +1 Mag +4 Wil +3 Con dps ---------- Mind.crit +3% S.pwr/crit +3 ----- def ----- Heal.mod +12% Cut- +50% ---------- misc Mana/turn +0.16 Equi/ret +0.04 Max.mana +21.00 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 119 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Con dps ---------- Mind.crit +5% Res.pen +5% nature Apr +1 ----- def ----- Phys.save +6 (+3 eff.) Die.at -80.00 life Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% blight Acc +8 (+3 eff.) Apr +7 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Defense +9 (+4 eff.) Resists +3% light Crit.chn- 10.00% Die.at -20.00 life Heal.mod +15% Stun/Frz- +10% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 102% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 131% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +4 mind +10 fire On Hit: * Create an explosion dealing 87 lightning damage (1/turn) * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +2 Wil dps ---------- Dmg.mod +7% lightning Res.pen +10% lightning ---------- misc Hate/m.crit +2.00 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 87 lightning damage (1/turn) While equipped: Stats +6 Str dps ---------- Dmg.mod +14% lightning +10% physical Res.pen +16% lightning Acc +23 (+8 eff.) Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 cold On Hit: * Create an explosion dealing 87 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +11% cold Res.pen +7% cold Acc +7 (+3 eff.) ----- def ----- Armour +4 Defense +11 (+5 eff.) Resists +6% cold +6% temporal Disarm- +20% Sharp, long, and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Master/Psionic Power 115% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 darkness Against +6% Living One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 35% * 25% chance for lightning to strike from the target to a second target dealing 87 damage On Crit: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 While equipped: dps ---------- Res.pen +20% acid Acc +7 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Defense +7 (+3 eff.) Resists +5% arcane Disarm- +22% One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 116% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +26 cold On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +9% cold Res.pen +8% all Acc +7 (+3 eff.) Apr +5 ---------- misc See.Invis +6 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+6 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 9.0 T1 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +3 Str +4 Dex +4 Mag +7 Wil +8 Cun ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Mind.save +11 (+6 eff.) Max.HP +31.00 A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 37% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% acid +6% temporal +3% light +5% arcane +3% lightning Mind.save +22 (+11 eff.) A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +8 Wil +4 Cun dps ---------- Spell.crit +4% Against +21% Summoned ----- def ----- D.Red.from +18% Summoned A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.crit +3.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) ---------- misc Mana/turn +0.15 Max.mana +28.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +1 Mag +5 Wil +2 Cun dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 12 ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +2 (+1 eff.) Resists +13% darkness +13% temporal Spell.save +5 (+3 eff.) Def/telep +10 Res/telep +11% Dur/telep +19% ---------- misc Max.mana +48.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +15.00% Res.pen +10% darkness Apr +1 On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Armour +3 Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +8 Wil dps ---------- Mind.crit +4% ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Equi/ret +0.08 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Silence- +10% Disarm- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str +5 Wil +3 Cun dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +10 (+6 eff.) Dmg.mod +3% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 12 ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +7 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Light +3 A cap made of leather. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Str +1 Dex dps ---------- Dmg.mod +3% lightning Apr +2 Melee Ret 6 acid 10 fire ----- def ----- Defense +15 (+7 eff.) Resists +5% fire ---------- misc Light +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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% mind Melee Ret 6 nature 2 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 12 ----- def ----- Resists +12% mind ---------- misc Light +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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +5 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str +6 Wil dps ---------- Spell.crit +4% Dmg.mod +6% mind +7% fire Phasing +30% Melee Ret 4 mind ----- def ----- Mind.save +6 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Mag +4 Wil +7 Cun ----- def ----- Resists +6% lightning +6% cold Crit.chn- 15.00% Fire a magical bolt dealing 105 cold damage Puts all charms on 15 cooldown 100% to heal for 37. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Sunpaladin8 the Skeleton Sun Paladin level 18
1st Time of Equilibrium 122nd year of Ascendancy at 07:29 see stats
By Sunpaladin8 the Skeleton Sun Paladin level 20
1st Allure 123rd year of Ascendancy at 07:59 see stats
By Sunpaladin8 the Skeleton Sun Paladin level 10
10th Dusk 122nd year of Ascendancy at 08:20 see stats
By Sunpaladin8 the Skeleton Sun Paladin level 20
1st Wintertide 123rd year of Ascendancy at 17:07 see stats
By Sunpaladin8 the Skeleton Sun Paladin level 21
19th Regrowth 123rd year of Ascendancy at 10:13 see stats
By Sunpaladin8 the Skeleton Sun Paladin level 17
63rd Dusk 122nd year of Ascendancy at 07:52 see stats
By Sunpaladin8 the Skeleton Sun Paladin level 9
1st Summertide 122nd year of Ascendancy at 16:41 see stats
By Sunpaladin8 the Skeleton Sun Paladin level 15
44th Dusk 122nd year of Ascendancy at 02:14 see stats
By Sunpaladin8 the Skeleton Sun Paladin level 24
27th Regrowth 123rd year of Ascendancy at 18:04 see stats
By Sunpaladin8 the Skeleton Sun Paladin level 17
63rd Dusk 122nd year of Ascendancy at 07:26 see stats
Log
A shield forms around Xanesevena the poison ooze.
Islagatha the gigantic corrosive tunneler damages himself through Martyrdom!
Acid Splash from Islagatha the gigantic corrosive tunneler hits Sunpaladin8 for 4 acid damage.
Sunpaladin8 hits Islagatha the gigantic corrosive tunneler for 0 acid damage.
Islagatha the gigantic corrosive tunneler receives 76 healing from Sunpaladin8's healing light area effect.
Xanesevena the poison ooze receives 79 healing from Sunpaladin8's healing light area effect.
Glunn the sand-drake receives 60 healing from Sunpaladin8's healing light area effect.
Sunpaladin8 receives 64 healing from Sunpaladin8's healing light area effect.
Your shield crumbles under the damage!
The shield around Sunpaladin8 crumbles.
Sunpaladin8 deactivates Second Life.
Sunpaladin8 has been healed by a blast of positive energy!
Sunpaladin8 receives 608 healing.
Melee retaliation hits Xanesevena the poison ooze for (18 absorbed), 0 light, (18 absorbed), 0 light (0 total damage).
Xanesevena the poison ooze hits Sunpaladin8 for (64 absorbed), 73 physical, 6 nature, 0 physical (79 total damage).
Islagatha the gigantic corrosive tunneler receives 38 healing from Unnatural Body.
Sunpaladin8 fumbles and fails to use Bone Armour, injuring herself!
Fumble from Glunn the sand-drake hits Sunpaladin8 for 210 physical damage.
Glunn the sand-drake performs a melee critical strike against Sunpaladin8!
Sunpaladin8 resists the vile poison!
Sunpaladin8 resists the vile poison!
Sunpaladin8's Rune: Shatter Afflictions is disrupted by her wounds!
Glunn the sand-drake hits Sunpaladin8 for 138 physical, 82 physical (220 total damage).
Melee retaliation hits Glunn the sand-drake for (12 absorbed), 0 light, (12 absorbed), 0 light (0 total damage).
Islagatha the gigantic corrosive tunneler damages himself through Martyrdom!
Islagatha the gigantic corrosive tunneler hits Sunpaladin8 for 346 physical damage.
Sunpaladin8 hits Islagatha the gigantic corrosive tunneler for (13 absorbed), 0 physical (0 total damage).
Melee retaliation hits Islagatha the gigantic corrosive tunneler for (11 absorbed), 0 light (0 total damage).
Sunpaladin8 the level 24 skeleton sun paladin was impaled to death by Islagatha the gigantic corrosive tunneler on level 2 of Sandworm lair.