Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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:
Items Vault 1.4.8Donators/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:
|
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Bulwark |
Level / Exp | 25 / 66% |
Size | medium |
Lifes / Deaths | Killed by sun-mage at level 12 on the 37th Retaking 124th year of Ascendancy at 12:40 0 / 7Killed by Katramhi the shalore at level 16 on the 44th Revenge 124th year of Ascendancy at 00:20 Killed by radiant horror at level 19 on the 12nd Pain 124th year of Ascendancy at 07:58 Killed by mucus ooze at level 19 on the 15th Pain 124th year of Ascendancy at 20:40 Killed by Diaol the human at level 24 on the 20th Pain 124th year of Ascendancy at 15:15 Killed by Achdhr the human at level 25 on the 29th Pain 124th year of Ascendancy at 11:54 Killed by High Sun Paladin Aeryn at level 25 on the 10th Dearth 124th year of Ascendancy at 00:17 |
Primary Stats
Strength | 53 (base 51) |
Dexterity | 30 (base 25) |
Constitution | 31 (base 30) |
Magic | 18 (base 15) |
Willpower | 33 (base 11) |
Cunning | 41 (base 12) |
Resources
Life | -5/687 |
Stamina | 186/200 |
Healing Factor | 0.66 |
Regeneration | 6.0364606249094 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 9 |
See Invisible | 19 |
Offense: Mainhand
Damage | 88 |
Accuracy | 35 |
Crit Chance | 30% |
APR | 14 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 97.686433204638 (100%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 40 |
Physical Save | 38 |
Spell Save | 47 |
Mental Save | 36 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 19% |
Confusion Resistance | 16% |
Blind Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 19% |
Inscriptions (3/4)
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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 107 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Orc | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Effects
talent | Shield Wall |
beneficial effect | The target is recovering 24 life each turn. Recovery |
detrimental effect | All damage done by the target will also hurt it for 32%. Martyrdom |
detrimental effect | The target is poisoned, taking 25.43 nature damage per turn and decreasing all heals received by 34%. Insidious Poison |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Pitcharc (0 def, 10 armour) Pitcharc (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +1% Effects on melee hit: * 40% chance to inflict damage reduction Physical save: +6 (+3 eff.) Infravision radius: +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 | Daimumnir DaimumnirPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +1% physical / +8% darkness / +6% fire / +7% temporal / +7% cold Changes damage: +10% light Damage affinity(heal): +5% light Spell save: +6 (+2 eff.) Blindness immunity: +35% Disease immunity: +5% Confusion immunity: +16% Light radius: +8 See stealth: +9 See invisible: +10 Defense after a teleport: +14 Resist all after a teleport: +13% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
On hands | Blacksin the hardened leather gloves (0 def, 8 armour) Blacksin the hardened leather gloves (0 def, 8 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 9 physical Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +9% darkness / +5% physical Talent granted: +1 Sand Shredder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +3 Cun / +5 Wil Changes resistances: +26% darkness Changes damage: +31% darkness / +9% fire Mental save: +10 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Cannot be unequipped or rerolled until level 27. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | solipsist's steel ring of power solipsist's steel ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +4 Cun / +4 Wil Spellpower: +5 (+3 eff.) Mindpower: +11 (+5 eff.) Rings can have magical properties. |
Around neck | enraging steel amulet enraging steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes damage: +7% physical Combat speed: +10% Amulets can have magical properties. |
In main hand | Bethylelaith the stralite longsword (36-50.4 power, 5 apr) Bethylelaith the stralite longsword (36-50.4 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour On weapon crit: * cripple the target Damage (Melee): +8 light / +4 arcane Burst (radius 1) on hit: +4 acid Damage against: +13% Undead When wielded/worn: Armour penetration: +9 Physical crit. chance: +8.0% Effects on melee hit: * 15% chance to corrode armour Changes resistances penetration: +9% physical Changes damage: +5% physical Sharp, long, and deadly. |
Around waist | drakeskin leather belt 'Crackleterror' drakeskin leather belt 'Crackleterror'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +9 Fatigue: -8% Changes stats: +5 Cun / +4 Dex Changes resistances: +6% lightning / +13% fire / +10% cold Maximum encumbrance: +20 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Mental crit. chance: +12% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +15% cold Physical save: +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | stralite plate armour 'Aeredhelaith' (7 def, 16 armour) stralite plate armour 'Aeredhelaith' (7 def, 16 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +16 Armour Hardiness: +20% Defense: +7 (+3 eff.) Fatigue: +29% Damage (Melee): 15 acid / 13 fire Damage when hit (Melee): 11 acid / 11 fire / 4 arcane Changes stats: +7 Cun / +5 Wil Changes resistances: +17% acid / +10% fire / +6% arcane Spell save: +20 (+7 eff.) Mental save: +17 (+7 eff.) Mana when firing critical spell: +1.00 Infravision radius: +3 See invisible: +9 A suit of armour made of metal plates. |
Inventory
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 45.32 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 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. |
Yeti's Psychoportation Beacon Yeti's Psychoportation BeaconPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 8 It can be used to call a trained yeti for help, costing 1 power out of 8/8. Call a trained yeti to your side. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By DoomCunt the Orc Bulwark level 11
26th Retaking 124th year of Ascendancy at 06:03 see stats
By DoomCunt the Orc Bulwark level 12
37th Retaking 124th year of Ascendancy at 08:12 see stats
By DoomCunt the Orc Bulwark level 10
25th Retaking 124th year of Ascendancy at 06:26 see stats
By DoomCunt the Orc Bulwark level 20
15th Pain 124th year of Ascendancy at 21:11 see stats
By DoomCunt the Orc Bulwark level 21
18th Pain 124th year of Ascendancy at 13:17 see stats
By DoomCunt the Orc Bulwark level 25
38th Pain 124th year of Ascendancy at 19:06 see stats
Log
DoomCunt HEALS from light damage!
Shield of Light hits High Sun Paladin Aeryn for 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing (0 total damage) [75 healing].
High Sun Paladin Aeryn hits DoomCunt for 11 physical, 1 light, 0 arcane, 1 fire, 1 acid, 1 physical, 0 physical, 2 physical, 0 acid, 19 lightning, 11 light (48 total damage).
High Sun Paladin Aeryn's Infusion: Insidious Poison hits DoomCunt for 24 nature damage.
DoomCunt hits High Sun Paladin Aeryn for (35 absorbed), 35 physical, , (3 absorbed), 3 light, (2 absorbed), 2 arcane, , (4 absorbed), 4 fire, , (6 absorbed), 6 acid, , (3 absorbed), 3 physical, (1 absorbed), 1 physical, (6 absorbed), 6 physical, (2 absorbed), 2 acid (61 total damage).
The Cog spins up and deflects the blow from DoomCunt!
Insidious Poison from High Sun Paladin Aeryn hits DoomCunt for 0 nature damage.
DoomCunt uses Dirty Fighting.
The Cog spins up and deflects the blow from DoomCunt!
High Sun Paladin Aeryn shrugs off the effect 'Armor Corroded'!
High Sun Paladin Aeryn shrugs off the effect 'Numbing Darkness'!
The Cog spins up and deflects the blow from DoomCunt!
High Sun Paladin Aeryn shrugs off the effect 'Stunned'!
High Sun Paladin Aeryn resists the stun and DoomCunt quickly regains its footing!
DoomCunt damages himself through Martyrdom!
DoomCunt HEALS from light damage!
Shield of Light hits High Sun Paladin Aeryn for 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing, 8 healing (0 total damage) [75 healing].
High Sun Paladin Aeryn hits DoomCunt for 0 physical, 1 light, 0 arcane, 1 fire, 1 acid, 1 physical, 0 physical, 2 physical, 0 acid, 19 lightning, 0 light (27 total damage).
DoomCunt hits High Sun Paladin Aeryn for (25 absorbed), 25 physical, , (3 absorbed), 3 light, (2 absorbed), 2 arcane, , (4 absorbed), 4 fire, , (6 absorbed), 6 acid, , (3 absorbed), 3 physical, (1 absorbed), 1 physical, (6 absorbed), 6 physical, (2 absorbed), 2 acid (50 total damage).
DoomCunt uses Assault.
High Sun Paladin Aeryn is weakened by the darkness!
The Cog spins up and deflects the blow from DoomCunt!
DoomCunt is recovering from the damage!
DoomCunt performs a melee critical strike against High Sun Paladin Aeryn!
High Sun Paladin Aeryn deactivates Retribution.
High Sun Paladin Aeryn unleashes the stored damage in retribution!
High Sun Paladin Aeryn shrugs off the effect 'Cripple'!
DoomCunt performs a melee critical strike against High Sun Paladin Aeryn!
Saving game...