











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! 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 | Thalore |
| Class | Sun Paladin |
| Level / Exp | 11 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 11 on the 2nd Dusk 122nd year of Ascendancy at 16:35 / 1 |
Primary Stats
| Strength | 38 (base 28) |
| Dexterity | 13 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 32 (base 34) |
| Willpower | 11 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -93/375 |
| Positive | 39/80 |
| Stamina | 142/142 |
| Healing Factor | 1.182941519274 |
| Regeneration | 6.2104429761884 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 27 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 35.36174050493 (81.898876157654%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 38 |
| Physical Save | 22 |
| Spell Save | 25 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 28%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 11%( 70%) |
| Mind | + 3%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 43% |
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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 21 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| 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 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 |
| 2/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 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 failed to protect the injured seer from death by thought-forged bowman. Escort: injured seer (level 2 of Norgos Lair) | failed |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. | 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 |
Equipment
| On feet | grounding pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Charoath the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +6% temporal Changes resistances penetration: +5% fire Physical save: +6 (+3 eff.) Spell save: +15 (+7 eff.) Light radius: +3 Healing mod.: +12% 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 | Zanarek the Phoenixpain (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +15 (+5 eff.) Armour: +3 Defense: +5 (+5 eff.) Fatigue: +5% Changes stats: +2 Str Changes damage: +6% fire Critical mult.: +5.00% Stamina each turn: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | ash totem of summon tentacle 'Tidochak' [power 145] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Con Only die when reaching: -40.00 life It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 290 Base Damage: 152 Armor: 2 All Resist: 2 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Increase all damage by 12% for 2 turns. * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On hands | Harurechak (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): 5 fire Changes resistances: +5% fire / +3% nature / +3% mind Changes damage: +3% fire Only die when reaching: -20.00 life When used to modify unarmed attacks: Power: 104% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex 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: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +5 fire Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | insulating rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold Mental save: +6 (+6 eff.) Spellpower: +3 (+2 eff.) A belt that goes around your waist. |
| In main hand | acidic steel mace of massacre (118% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Blunt and deadly. |
| Main armor | fortifying iron plate armour of resilience (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +3 Str / +3 Con Maximum life: +53.00 A suit of armour made of metal plates. |
| In off hand | reinforced iron shield of acid resistance (+16%) (0 def, 4 armour, 100% power, 54 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 100% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +54 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +16% acid Talent granted: +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Demonpython' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +3 Str Changes resistances: +3% darkness / +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | BlazesinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +12% cold Poison immunity: +10% Life regen: +2.00 Maximum life: +20.00 Light radius: +3 Amulets make your neck look great! |
Inventory
clarifying copper amulet of mastery (0.10 Technique / Shield offense)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Talent mastery: +0.10 Technique / Shield offense Confusion immunity: +20% Amulets make your neck look great! |
balanced dwarven-steel greatsword of massacre (156% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 156% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +10 (+10 eff.) Disarm immunity: +48% Massive two-handed swords. |
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 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+3 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+2 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
rough leather cap 'Glowedge' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +5 Wil Changes resistances: +8% cold Changes resistances penetration: +5% light Changes damage: +15% light Allows you to breathe in: water A cap made of leather. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
Sunriver the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +3 Mag / +1 Wil Changes damage: +9% light Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Fulihor the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes damage: +12% acid Critical mult.: +5.00% Maximum life: +45.00 Mindpower: +5 (+5 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
This item will automatically be transmogrified when you leave the level.elm totem of summon tentacle 'Islidhethra' [power 95] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +30 (+14 eff.) Physical power: +5 (+2 eff.) Changes stats: +1 Dex Changes resistances: +1% physical Changes resistances penetration: +5% physical It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 204 Base Damage: 101 Armor: 2 All Resist: 2 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By firewillneverbeastar the Thalore Sun Paladin level 10
4th Flare 122nd year of Ascendancy at 20:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By firewillneverbeastar the Thalore Sun Paladin level 10
4th Flare 122nd year of Ascendancy at 20:17 see stats
Look at me, I'm playing a roguelike! (Insane (Roguelike) difficulty)
Linked yourself in the in-game chat.By firewillneverbeastar the Thalore Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 12:43 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By firewillneverbeastar the Thalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 08:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By firewillneverbeastar the Thalore Sun Paladin level 9
3rd Mirth 122nd year of Ascendancy at 21:23 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By firewillneverbeastar the Thalore Sun Paladin level 9
2nd Mirth 122nd year of Ascendancy at 18:09 see stats
Log
Islumiwen the treant summons a War Hound!
firewillneverbeastar HEALS from nature damage!
Thorn Grab from Islumiwen the treant hits firewillneverbeastar for 6 nature, 2 healing (6 total damage) [2 healing].
Islumiwen the treant's psionic searing area effect hits firewillneverbeastar for 20 mind damage.
Melee retaliation hits War hound for 8 light damage.
War hound hits firewillneverbeastar for 58 physical damage.
Islumiwen the treant uses Leaves Tide.
Islumiwen the treant's mind surges with critical power!
firewillneverbeastar HEALS from nature damage!
Thorn Grab from Islumiwen the treant hits firewillneverbeastar for 6 nature, 2 healing (6 total damage) [2 healing].
Islumiwen the treant is protected by a layer of thick leaves.
Islumiwen the treant's psionic searing area effect hits firewillneverbeastar for 20 mind damage.
Firewillneverbeastar stops regenerating health quickly.
Talent Sun Ray is ready to use.
firewillneverbeastar HEALS from nature damage!
Thorn Grab from Islumiwen the treant hits firewillneverbeastar for 6 nature, 2 healing (6 total damage) [2 healing].
Islumiwen the treant's psionic searing area effect hits firewillneverbeastar for 20 mind damage.
Firewillneverbeastar casts Sun Ray.
War hound shrugs off the effect 'Blinded'!
firewillneverbeastar hits War hound for 89 light damage.
Melee retaliation hits War hound for 8 light damage.
War hound hits firewillneverbeastar for 57 physical damage.
Talent Barrier is ready to use.
firewillneverbeastar HEALS from nature damage!
Thorn Grab from Islumiwen the treant hits firewillneverbeastar for 6 nature, 2 healing (6 total damage) [2 healing].
Melee retaliation hits War hound for 8 light damage.
War hound hits firewillneverbeastar for 56 physical damage.
firewillneverbeastar the level 11 thalore sun paladin was ground to death by a war hound on level 2 of Norgos Lair.








































































