
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 1.7.6Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.7.4Donators/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:
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 Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 11 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 8th Mirth 122nd year of Ascendancy at 12:26 / 1 |
Primary Stats
| Strength | 37 (base 29) |
| Dexterity | 16 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 36 (base 33) |
| Willpower | 14 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -113/350 |
| Mana | 106/180 |
| Stamina | 126/150 |
| Positive | 40/80 |
| Healing Factor | 1 |
| Regeneration | 2.85 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 31 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +4% |
| All | 0% |
| Physical | +11% |
| Fire | +3% |
| Nature | +9% |
Offense: Damage Penetration
| Fire | +15% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 27.118138619369 (56.297102139833%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 32 |
| Physical Save | 16 |
| Spell Save | 17 |
| Mental Save | 13 |
Defense: Resistances
| Cold | + 24%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 25%( 70%) |
| Nature | + 6%( 70%) |
| Darkness | + 3%( 70%) |
| Physical | + 11%( 70%) |
| Fire | + 32%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 58% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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 22% for 3 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: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost warrior from death by bee swarm. Escort: lost warrior (level 2 of Trollmire) | failed |
You failed to protect the lost warrior from death by Silolle the stone troll. Escort: lost warrior (level 3 of Trollmire) | 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. | active |
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 |
Equipment
| On feet | [vs. Eclipseraider (0 def, 5 armour) (On feet)]Eclipseraider (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (-) Fatigue: +2% (-) Changes stats: +2(-) Str / +2(-) Mag Infravision radius: +3 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. bright brass lantern of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 (-) Light radius: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Erundil the iron helm (20 def, 5 armour) (On head)]Erundil the iron helm (20 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +20 (+10 eff.) (-) Fatigue: +5% (-) Changes stats: +3(-) Str Changes resistances: +9%(-) lightning / +6%(-) fire / +6%(-) cold Maximum stamina: +10.00 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. storm iron gauntlets (0 def, 1 armour) (On hands)]storm iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Damage (Melee): 6(-) lightning Changes resistances: +6%(-) lightning Changes damage: +4%(-) lightning When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Crit. chance: +2.0% (-) Attack speed: 83% (-) When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +5(-) lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. evasive elm wand of lightning storm [power 116] (10/15 cooldown) (Tool)]evasive elm wand of lightning storm [power 116] (10/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (120 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. copper ring of the mountain (+11%) (On fingers, 1 of 2)]copper ring of the mountain (+11%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11%(-) physical Changes damage: +11%(-) physical Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of the mountain (+11%) (On fingers, 1 of 2)]Rainglamour the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+3 eff.) Damage when hit (Melee): 4 nature Changes stats: +5 Cun / +5 Dex Changes resistances: +0%(-11%) physical Changes resistances penetration: +5% physical Changes damage: +0%(-11%) physical Critical mult.: +10.00% Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. copper amulet of strength (+2) (Around neck)]copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Str Amulets make your neck look great! |
| In main hand | [vs. arcing steel longsword of massacre (20-29 power, 3 apr) (In main hand)]arcing steel longsword of massacre (20-29 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage Sharp, long, and deadly. |
| Around waist | [vs. Demonking the rough leather belt (Around waist)]Demonking the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) (-) Effects on melee hit: * 20% chance to reduce damage dealt by 9% Damage (Melee): 0(-20) item darkness numbing Changes stats: +3(-) Wil Changes resistances: +3%(-) cold Stealth bonus: +6 (-) Mental save: +3 (+3 eff.) (-) Mental crit. chance: +1% (-) A belt that goes around your waist. |
| In off hand | [vs. Coral Spray (8 def, 8 armour, 18-25 power, 48 block) (In off hand)]Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Requires: - Shield usage training - Strength 16 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 Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% (-) Block value: +48 (-) Damage (Melee): +10(-) cold When wielded/worn: Armour: +8 (-) Defense: +8 (+4 eff.) (-) Fatigue: +12% (-) On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15%(-) cold / +10%(-) fire Talents granted: +1.00(-) Block Maximum air capacity: +20.00 (-) Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | [vs. Sewerthorn the linen cloak (1 def, 0 armour) (Cloak)]Sewerthorn the linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes resistances: +6%(-) nature / +3%(-) darkness Changes resistances penetration: +15%(-) fire Changes damage: +9%(-) nature / +3%(-) fire Maximum life: +34.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. rejuvenating iron mail armour of fire resistance (2 def, 4 armour) (Main armor)]rejuvenating iron mail armour of fire resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-) Changes resistances: +16%(-) fire Life regen: +2.60 (-) Stamina each turn: +0.60 (-) A suit of armour made of mail. |
Inventory
[vs. copper amulet of strength (+2) (Around neck)]Scorchhacker the copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-2) Str Changes resistances: +3% nature / +9% fire Changes damage: +3% fire Talent mastery: +0.10 Celestial / Guardian Amulets make your neck look great! |
[vs. rejuvenating iron mail armour of fire resistance (2 def, 4 armour) (Main armor)]Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 (+3) Armour Hardiness: +30% Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-12%) Changes stats: +3 Con / +3 Mag Changes resistances: +0%(-16%) fire / +7% all Life regen: +0.00 (-2.60) Stamina each turn: +0.00 (-0.60) Spellpower: +5 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
[vs. Eclipseraider (0 def, 5 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-2) Fatigue: +2% (-) Changes stats: +0(-2) Str / +0(-2) Mag Infravision radius: +0 (-3) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Erundil the iron helm (20 def, 5 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-20 (-10 eff.)) Fatigue: +0% (-5%) Changes stats: +0(-3) Str Changes resistances: +10%(+1%) lightning / +10%(+4%) cold / +0%(-6%) fire Changes damage: +10% lightning / +10% cold Maximum stamina: +0.00 (-10.00) A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 20.83 to 62.49 lightning damage (41.66 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
[vs. Erundil the iron helm (20 def, 5 armour) (On head)]This item will automatically be transmogrified when you leave the level. rough leather cap 'Isama' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-4) Defense: +0 (+0 eff.) (-20 (-10 eff.)) Fatigue: +1% (-4%) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +0(-3) Str Changes resistances: +0%(-9%) lightning / +3% temporal / +11% light / +0%(-6%) fire / +0%(-6%) cold / +10% darkness Changes resistances penetration: +5% temporal Changes damage: +12% arcane / +6% temporal Maximum stamina: +0.00 (-10.00) A cap made of leather. |
[vs. Erundil the iron helm (20 def, 5 armour) (On head)]This item will automatically be transmogrified when you leave the level. Polivea (0 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-2) Defense: +0 (+0 eff.) (-20 (-10 eff.)) Fatigue: +5% (-) Changes stats: +0(-3) Str / +2 Wil / +6 Cun Changes resistances: +3% acid / +3% temporal / +0%(-6%) cold / +0%(-6%) fire / +3% nature / +0%(-9%) lightning Teleport immunity: +20% Maximum stamina: +0.00 (-10.00) Mindpower: +4 (+4 eff.) Mental crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. evasive elm wand of lightning storm [power 116] (10/15 cooldown) (Tool)]Poryvena the iron pickaxe (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Cun Changes resistances: +6% darkness / +1% physical Changes resistances penetration: +5% mind Stun/Freeze immunity: +10% Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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)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 Activation costs 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. |
[vs. evasive elm wand of lightning storm [power 116] (10/15 cooldown) (Tool)]Toroldir [power 116] (10/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes resistances: +3% light / +3% temporal Changes resistances penetration: +10% acid Blindness immunity: +10% It can be used to sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
[vs. evasive elm wand of lightning storm [power 116] (10/15 cooldown) (Tool)]elm totem of healing 'Chamirand' [power 110] (10/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Wil Equilibrium when hit: +0.16 Maximum psi: +10.00 Mindpower: +5 (+5 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Miles the Higher Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 02:22 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Miles the Higher Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 03:08 see stats
Log
Bill the Stone Troll shrugs off the effect 'Stunned'!
Miles hits Bill the Stone Troll for 56 physical, 6 cold, 4 lightning, 9 light, 43 physical, 6 cold, 4 lightning, 9 light (138 total damage).
Miles's dazing lightning area effect hits Bill the Stone Troll for 11 lightning damage.
Weapon of Wrath hits Bill the Stone Troll for 44 fire damage.
Bill the Stone Troll resists Miles's 'Dazed'!
Miles feels pain again.
Miles uses Shield Slam.
Bill the Stone Troll shrugs off the effect 'Numbing Darkness'!
Bill the Stone Troll shrugs off the effect 'Numbing Darkness'!
Miles is not dazed anymore.
Miles is dazed!
Bill the Stone Troll damages himself through Martyrdom!
Bill the Stone Troll hits Miles for (48 blocked), 81 physical (81 total damage).
Miles's dazing lightning area effect hits Bill the Stone Troll for 11 lightning damage.
Miles hits Bill the Stone Troll for 8 physical, 5 cold, 3 lightning, 7 light, 9 physical, 5 cold, 3 lightning, 7 light, 11 physical, 5 cold, 3 lightning, 7 light, 8 physical (81 total damage).
Melee retaliation hits Bill the Stone Troll for 8 light, 4 nature (11 total damage).
Weapon of Wrath hits Bill the Stone Troll for 34 fire damage.
Bill the Stone Troll resists Miles's 'Dazed'!
Miles casts Stone Touch.
Bill the Stone Troll uses Infusion: Wild.
Bill the Stone Troll is cured!
Bill the Stone Troll lessens the pain.
Miles is not dazed anymore.
Bill the Stone Troll damages himself through Martyrdom!
Melee retaliation hits Bill the Stone Troll for 6 light, 3 nature (8 total damage).
Miles hits Bill the Stone Troll for 9 physical damage.
Bill the Stone Troll hits Miles for 125 physical damage.
Miles the level 11 higher sun paladin was mutilated to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.





































































