Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Sun Paladin |
Level / Exp | 15 / 85% |
Size | medium |
Lifes / Deaths | Killed by Horned Horror at level 15 on the 70th Dusk 122nd year of Ascendancy at 22:05 / 1 |
Primary Stats
Strength | 32 (base 23) |
Dexterity | 11 (base 10) |
Constitution | 30 (base 20) |
Magic | 60 (base 41) |
Willpower | 17 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -125/484 |
Positive | 19/92 |
Healing Factor | 1.2692147729953 |
Regeneration | 2.8557332392395 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 10 |
Infravision | 6 |
See Invisible | 9 |
Offense: Mainhand
Damage | 46 |
Accuracy | 20 |
Crit Chance | 6% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Cold | +5% |
Light | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Light | +25% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 29 (60%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 8 |
Physical Save | 29 |
Spell Save | 23 |
Mental Save | 9 |
Defense: Resistances
Acid | + 13%( 70%) |
Physical | + 11%( 70%) |
Cold | + 21%( 70%) |
All | + 11%( 70%) |
Lightning | + 16%( 70%) |
Light | + 13%( 70%) |
Temporal | + 16%( 70%) |
Fire | + 25%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
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 magical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 110 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.14 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 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. | active |
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 sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the 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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
Equipment
On feet | miner's pair of iron boots of tirelessness (0 def, 5 armour) miner's pair of iron boots of tirelessness (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +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 'Samuldir' brass lantern 'Samuldir'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Mag ----- def ----- Resists +3% light +3% acid Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +6 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 | insulating iron helm (0 def, 3 armour) insulating iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Dazzlenight the dwarven-steel gauntlets (0 def, 2 armour) Dazzlenight the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 cold Dmg.mod +9% light +5% cold Res.pen +25% light Melee Ret 4 light ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +7% cold ---------- misc Light +3 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. |
Tool | Dawnswift the iron pickaxe (dig speed 19 turns) Dawnswift the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Mag +3 Wil ----- def ----- Max.HP +21.00 ---------- misc Max.stam +15.00 Light +1 Infravis +3 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Chalundur the copper ring Chalundur the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 35% ----- def ----- Armour +4 Resists +1% physical +3% nature +6% temporal Rings make your fingers look great! |
On fingers | steel ring of arcana (+0.12/turn) steel ring of arcana (+0.12/turn)0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +20% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
Around neck | vitalizing steel amulet of perfection (0.14 Celestial / Crusader,0.14 Technique / Combat training) vitalizing steel amulet of perfection (0.14 Celestial / Crusader,0.14 Technique / Combat training)0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +44.00 HP.reg +2.00 ---------- misc Masteries +0.14 Celestial/Crusader +0.14 Technique/Combat training Amulets make your neck look great! |
In main hand | arcing steel longsword of massacre (22-31 power, 3 apr) arcing steel longsword of massacre (22-31 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage Sharp, long, and deadly. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | coruscating steel shield of shrapnel (0 def, 4 armour, 16-20 power, 41.5 block) coruscating steel shield of shrapnel (0 def, 4 armour, 16-20 power, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 Melee+ +10 fire While equipped: Stats +2 Str dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 170 physical damage over 5 turns (1/turn) Melee Ret 2 fire ----- def ----- Armour +4 Fatigue +8% Resists +11% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Ravenseam (7 def, 0 armour) Ravenseam (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +20% darkness +5% mind ----- def ----- Defense +7 (+7 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
Inventory
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 96.63 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
elemental steel dagger of vileness (11-14 power, 6 apr) elemental steel dagger of vileness (11-14 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 22 * Create an explosion dealing 71 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +7% fire Res.pen +7% fire ----- def ----- Resists +10% blight Sharp, short and deadly. It was hardened by the digestive sack. |
arcing steel mace of vileness (14-20 power, 3 apr) arcing steel mace of vileness (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 22 * 25% chance for lightning to strike from the target to a second target dealing 71 damage Blunt and deadly. |
Nerema the voratun shield (0 def, 10 armour, 62-75 power, 215.5 block) Nerema the voratun shield (0 def, 10 armour, 62-75 power, 215.5 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Random Unique] Master/Psionic When used to Attack: Power 62.5 - 75.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +216 Melee+ +4 mind While equipped: Stats +11 Str +13 Dex +1 Wil dps ---------- Mind.crit +1% Crit.mult +15.00% Dmg.mod +3% mind Acc +23 (+11 eff.) On Hit (Melee): * 7% chance to reduce all saves and defense by 10 On Melee Ret: * 21% chance to reduce all saves and defense by 10 ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Ulabar the steel shield (0 def, 5 armour, 15-18 power, 71.5 block) Ulabar the steel shield (0 def, 5 armour, 15-18 power, 71.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +72 While equipped: Stats +2 Str dps ---------- Crit.mult +5.00% Dmg.mod +6% blight Res.pen +15% blight +10% arcane ----- def ----- Armour +5 Fatigue +8% ---------- misc Max.vim +50.00 Talents +1 Block Handheld deflection devices. |
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. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 spinel 8 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. |
Crystal Focus Crystal Focus0.0 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
9 ametrine 9 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. |
7 citrine 7 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. |
7 zircon 7 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. |
Achievements
By Mortain the Higher Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 04:15 see stats
By Mortain the Higher Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 09:36 see stats
Log
Bleeding from Elunne the devourer hits Mirror Image for 0 physical damage.
Elunne the devourer tries to bite Mirror Image with razor sharp teeth!
The scent of blood sends the Elunne the devourers into a frenzy!
Elunne the devourer hits Mirror Image for 18 physical, 3 temporal, 9 darkness, 4 acid (34 total damage).
Mortain's sun path area effect hits Elunne the devourer for 42 light damage.
Your summoned Mirror Image disappears.
Elunne the devourer hits Mirror Image for 17 physical, 3 temporal, 9 darkness, 4 acid (32 total damage).
Horned Horror uses Tentacle Grab.
Mortain is being crushed.
Mortain slows down.
Crushing Hold from Horned Horror hits Mortain for 15 nature damage.
Mortain receives 7 healing from Shield of Light.
You are unable to move!
You are unable to move!
Mortain casts Suncloak.
Mortain is energized and protected by the Sun!
Blue jelly uses Slime Spit.
Blue jelly's mind surges with critical power!
Crushing Hold from Horned Horror hits Mortain for 15 nature damage.
Horned Horror hits Mortain for 54 physical, 19 lightning (74 total damage).
Melee retaliation hits Horned Horror for 2 fire, 19 light (21 total damage).
Shield of Light hits Mortain for 7 healing, 7 healing, 7 healing (0 total damage) [22 healing].
Blue jelly's Slime Spit hits Mortain for 117 cold damage.
Mortain receives 7 healing from Shield of Light.
Horned Horror hits Mortain for 56 physical, 19 lightning (75 total damage).
Melee retaliation hits Horned Horror for 2 fire, 19 light (21 total damage).
Shield of Light hits Mortain for 7 healing, 7 healing (0 total damage) [15 healing].
Mortain the level 15 higher sun paladin was volted to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.