











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
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 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: 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 | Normal Roguelike |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 23 / 99% |
Size | big |
Lifes / Deaths | Killed by skeleton magus at level 23 on the 60th Regrowth 123rd year of Ascendancy at 04:38 / 2Killed by skeleton magus at level 23 on the 60th Regrowth 123rd year of Ascendancy at 04:45 |
Primary Stats
Strength | 69 (base 52) |
Dexterity | 26 (base 10) |
Constitution | 28 (base 24) |
Magic | 65 (base 35) |
Willpower | 21 (base 10) |
Cunning | 22 (base 10) |
Resources
Life | -91/648 |
Positive | 116/116 |
Stamina | 194/194 |
Healing Factor | 1.1456298990387 |
Regeneration | 0.28640747475968 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | -3.3306690738755E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 8 |
See Stealth | 6 |
See Invisible | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 126 |
Accuracy | 34 |
Crit Chance | 15% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Physical | +3% |
Fire | +3% |
Arcane | +5% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Blight | +20% |
Arcane | +5% |
Mind | +25% |
Physical | +27% |
Defense: Base
Armour (hardiness) | 77.551211628464 (73.607947236566%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 40 |
Physical Save | 31 |
Spell Save | 36 |
Mental Save | 15 |
Defense: Resistances
Acid | + 15%( 73%) |
Physical | + 12%( 73%) |
Cold | + 25%( 73%) |
All | + 3%( 73%) |
Darkness | + 29%( 73%) |
Light | + 14%( 73%) |
Temporal | + 11%( 73%) |
Lightning | + 39%( 73%) |
Fire | + 6%( 73%) |
Nature | + 23%( 73%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 19% |
Instadeath Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 33% 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -477 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1020 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 491 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 690% 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 Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by ice wyrm. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You abandoned lost warrior, to death. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by blue crystal. Escort: worried loremaster (level 3 of Scintillating Caves) | failed |
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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed giant spider spinneret. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of serendipity. 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed orc heart. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +7 Dex +3 Wil +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +12% mind Res.pen +25% mind +7% physical Melee Ret 2 lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +6 Defense +4 (+2 eff.) ---------- misc Infravis +2 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +3 Str +5 Dex +1 Con dps ---------- Res.pen +10% darkness ----- def ----- Resists +3% fire Blind- +24% Confus- +19% ---------- misc Light +11 See.Stealth +6 See.Invis +7 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Dmg.mod +9% mind +3% fire ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +8% temporal ---------- misc Psi/ret +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 7 physical Dmg.mod +5% arcane +3% physical ----- def ----- Armour +8 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. |
Tool | ![]() 2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +8 Resists +20% lightning Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +3 Defense +4 (+2 eff.) Resists +10% lightning +9% physical +12% acid +3% cold Res.Cap +3% all Phys.save +8 (+4 eff.) Spell.save +3 (+2 eff.) Stun/Frz- +20% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 50.0 - 80.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 Massive two-handed swords. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +9 Mag +7 Wil +5 Cun +5 Lck dps ---------- Spell.crit +5% Res.pen +15% blight +5% arcane Melee Ret 4 arcane ----- def ----- Resists +11% light +7% darkness Stealth +10 ---------- misc T.Disarm +15 Vim/s.crit +1.00 Infravis +6 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 29.0 - 40.6 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Str +1 Mag +1 Wil dps ---------- Res.pen +5% blight +20% physical ----- def ----- Defense +1 (+1 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +20 Fatigue +22% A suit of armour made of metal plates. |
Inventory
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +6 Resists +12% arcane Rings make your fingers look great! |
![]() 3.0 T3 greatsword 2H weapon [Ego] Master Power 46.0 - 73.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +15 Fatigue +22% Resists +16% cold A suit of armour made of metal plates. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 115% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 42 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% acid ----- def ----- Resists +9% light +9% lightning ---------- misc Light +1 Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By SMOrcus the Ogre Sun Paladin level 19
6th Regrowth 123rd year of Ascendancy at 03:46 see stats
By SMOrcus the Ogre Sun Paladin level 19
44th Haze 122nd year of Ascendancy at 22:45 see stats
By SMOrcus the Ogre Sun Paladin level 12
15th Dusk 122nd year of Ascendancy at 22:58 see stats
By SMOrcus the Ogre Sun Paladin level 17
31st Haze 122nd year of Ascendancy at 19:22 see stats
By SMOrcus the Ogre Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 15:04 see stats
By SMOrcus the Ogre Sun Paladin level 20
13rd Regrowth 123rd year of Ascendancy at 12:21 see stats
By SMOrcus the Ogre Sun Paladin level 19
39th Haze 122nd year of Ascendancy at 20:13 see stats
By SMOrcus the Ogre Sun Paladin level 14
41st Dusk 122nd year of Ascendancy at 13:02 see stats
By SMOrcus the Ogre Sun Paladin level 12
7th Flare 122nd year of Ascendancy at 05:15 see stats
By SMOrcus the Ogre Sun Paladin level 19
46th Haze 122nd year of Ascendancy at 09:36 see stats
By SMOrcus the Ogre Sun Paladin level 12
8th Flare 122nd year of Ascendancy at 10:55 see stats
By SMOrcus the Ogre Sun Paladin level 23
59th Regrowth 123rd year of Ascendancy at 12:15 see stats
By SMOrcus the Ogre Sun Paladin level 16
25th Haze 122nd year of Ascendancy at 00:14 see stats
By SMOrcus the Ogre Sun Paladin level 23
60th Regrowth 123rd year of Ascendancy at 04:38 see stats
Log
Elder vampire hits SMOrcus for 5 blight damage.
Melee retaliation hits Elder vampire for 2 arcane, 1 lightning (3 total damage).
Elder vampire receives 2 healing from SMOrcus.
Copperhead snake misses SMOrcus.
SMOrcus is weakened by the gloom.
Skeleton warrior hits SMOrcus for 47 physical, 38 light, 31 darkness (116 total damage).
Melee retaliation hits Skeleton warrior for 2 arcane, 1 lightning (2 total damage).
Absorption Strike is still on cooldown for 1 turns.
SMOrcus casts Healing Light.
Copperhead snake bites poison into SMOrcus.
Copperhead snake misses SMOrcus.
Skeleton mage casts Manathrust.
Skeleton mage hits SMOrcus for 104 arcane damage.
Skeleton mage hits Copperhead snake for 107 arcane damage.
SMOrcus receives 159 healing.
Ghoul misses SMOrcus.
Elder vampire misses SMOrcus.
Talent Block is ready to use.
Talent Absorption Strike is ready to use.
Talent Stunning Blow is ready to use.
Talent Bathe in Light is ready to use.
SMOrcus activates his cleansing yew totem of thorny skin!
SMOrcus's skin looks a bit thorny.
Master vampire is affected by the glimmerstone!
Skeleton warrior misses SMOrcus.
Skeleton magus casts Manathrust.
Skeleton magus hits SMOrcus for 147 arcane damage.
SMOrcus the level 23 ogre sun paladin was imploded to death by a skeleton magus on level 6 of Dreadfell.