Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Items Vault 1.7.6Donators/Buyers bonus! 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. 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 Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 16 / 56% |
Size | medium |
Lifes / Deaths | Killed by Neravea the skeleton warrior at level 8 on the 1st Mirth 122nd year of Ascendancy at 14:32 0 / 6Killed by Silyvena the elven mage at level 11 on the 10th Mirth 122nd year of Ascendancy at 15:28 Killed by Aerorialle the gloomy white wolf at level 16 on the 11st Dusk 122nd year of Ascendancy at 03:59 Killed by Aerorialle the gloomy white wolf at level 16 on the 11st Dusk 122nd year of Ascendancy at 05:26 Killed by Nerewyn the gloomy white wolf at level 16 on the 11st Dusk 122nd year of Ascendancy at 11:56 Killed by shadow at level 16 on the 11st Dusk 122nd year of Ascendancy at 13:09 |
Primary Stats
Strength | 41 (base 37) |
Dexterity | 15 (base 12) |
Constitution | 15 (base 12) |
Magic | 57 (base 38) |
Willpower | 20 (base 12) |
Cunning | 17 (base 12) |
Resources
Life | -81/453 |
Mana | 138/260 |
Positive | 42/95 |
Vim | 150/168 |
Healing Factor | 1.2160311219418 |
Regeneration | 6.3841633901942 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 68 |
Accuracy | 43 |
Crit Chance | 18% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Mind | +9% |
Light | +19% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 22.335093952971 (47.857809501309%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 20 |
Physical Save | 25 |
Spell Save | 26 |
Mental Save | 18 |
Defense: Resistances
Lightning | + 3%( 70%) |
Acid | + 12%( 70%) |
Light | + 31%( 70%) |
Temporal | + 3%( 70%) |
Nature | + 6%( 70%) |
Physical | + 6%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 648% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 118 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Celestial / Combat | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 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 injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed skeleton mage skull. | 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 within7 lumberjacks have died. | done |
Equipment
On feet | pair of iron boots of speed (0 def, 3 armour) pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Lisothra' brass lantern 'Lisothra'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Apr +3 ----- def ----- Resists +6% nature Die.at -40.00 life Max.HP +43.00 Heal.mod +5% ---------- 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. |
On head | Lelathad the iron helm (0 def, 3 armour) Lelathad the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +3 Wil dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +5% Resists +9% acid +3% temporal +6% physical Phys.save +5 (+3 eff.) ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron torque of mindblast 'Smolderjeer' [power 110] (15 cooldown) iron torque of mindblast 'Smolderjeer' [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +2% Mind.pwr +10 (+5 eff.) Dmg.mod +3% fire ---------- misc Max.mana +20.00 Max.hate +4.00 Blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | pixie's copper ring of misery pixie's copper ring of misery0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 6 physical Ranged+ 10 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 17 On Hit (Ranged): * 11% chance to reduce all saves and defense by 17 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
On fingers | conjurer's steel ring of luminosity conjurer's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +6 Mag dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 10 light Ranged+ 10 light Dmg.mod +10% light Rings make your fingers look great! |
Around waist | rough leather belt 'Earahek' rough leather belt 'Earahek'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +10 (+6 eff.) Resists +3% lightning +3% cold +3% acid Max.HP +32.00 Silence- +10% Disarm- +20% A belt that goes around your waist. |
In main hand | steel greatsword of erosion (26-41 power, 2 apr) steel greatsword of erosion (26-41 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 25.5 - 40.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature Massive two-handed swords. |
On hands | iron gauntlets 'Balomas' (0 def, 1 armour) iron gauntlets 'Balomas' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Spell.crit +2% S.pwr/crit +2 Phasing +30% Acc +16 (+6 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | impenetrable steel mail armour of Eyal (2 def, 13 armour) impenetrable steel mail armour of Eyal (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +13 Defense +2 (+2 eff.) Fatigue +12% Max.HP +29.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of mail. |
Cloak | Sunwilter the linen cloak (1 def, 0 armour) Sunwilter the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% light +3% mind Res.pen +5% mind Melee Ret 2 nature ----- def ----- Defense +1 (+1 eff.) Resists +6% light Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | vitalizing steel amulet vitalizing steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +7 (+4 eff.) Max.HP +30.00 HP.reg +2.00 Amulets make your neck look great! |
Inventory
Gisetira (12-18 power, 2 apr) Gisetira (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 darkness Against +7% Living While equipped: Stats +2 Con dps ---------- Dmg.mod +6% physical ----- def ----- Defense +10 (+6 eff.) Phys.save +6 (+3 eff.) Die.at -80.00 life One-handed war axes. |
Mirenail Mirenail1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +9% nature Res.pen +5% nature ----- def ----- Resists +6% lightning +5% temporal ---------- misc Max.hate +2.00 A belt that goes around your waist. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
Yaramas (0 def, 1 armour) Yaramas (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% arcane +5% cold Max.HP +20.00 HP.reg +4.00 Heal.mod +5% A cap made of leather. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
181 alchemist agate 181 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
elm wand of lightning storm [power 116] (15 cooldown) elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Light the Cornac Adventurer level 13
1st Dusk 122nd year of Ascendancy at 20:56 see stats
By Light the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 22:41 see stats
By Light the Cornac Adventurer level 11
10th Mirth 122nd year of Ascendancy at 15:26 see stats
By Light the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 22:52 see stats
By Light the Cornac Adventurer level 13
2nd Flare 122nd year of Ascendancy at 01:57 see stats
Log
Sick treant uses Agony.
Light stops bleeding.
Agony from Sick treant hits Light for (0 abyssal shield), 0 mind (0 total damage).
Salasekira the gloomy fox uses Slime Roots.
The Withering Thing slows down.
Nerewyn the gloomy white wolf's Slime Spit hits The Withering Thing for 62 nature damage.
Light deactivates Second Life.
Light has been healed by a blast of positive energy!
Light slows down.
Xeralramira the gloomy wolf hits Light for (9 abyssal shield), 0 physical (0 total damage).
Light receives 86 healing.
Melee retaliation hits Xeralramira the gloomy wolf for 11 light, 4 blight, 4 fire, 1 nature (20 total damage).
Nerewyn the gloomy white wolf's Slime Spit hits Light for (9 abyssal shield), 19 nature (19 total damage).
Light casts Absorption Strike.
Xeralramira the gloomy wolf is a martyr.
The Withering Thing is drained from light!
Salasekira the gloomy fox is drained from light!
Sick polar bear is drained from light!
Xeralramira the gloomy wolf is drained from light!
Light hits Xeralramira the gloomy wolf for 69 physical, 4 nature, 2 physical, 38 light (114 total damage).
Weapon of Wrath hits Xeralramira the gloomy wolf for 86 fire damage.
Shadow casts Shadow Lightning.
Shadow hits Light for (9 abyssal shield), 62 lightning (62 total damage).
Gloomy wolf uses Agony.
Salasekira the gloomy fox uses Mucus.
Shadow casts Shadow Flames.
Light is no longer being stalked by Xeralramira the gloomy wolf.
Shadow hits Light for (9 abyssal shield), 87 fire (87 total damage).
Light the level 16 cornac adventurer was blazed to death by a shadow on level 3 of Heart of the Gloom.