Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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.
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! 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! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Drem |
Class | Sun Paladin |
Level / Exp | 12 / 85% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nylle the rattlesnake at level 12 on the 34th Profit 122nd year of Ascendancy at 06:04 / 1 |
Primary Stats
Strength | 20 (base 17) |
Dexterity | 28 (base 21) |
Constitution | 11 (base 10) |
Magic | 53 (base 37) |
Willpower | 13 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | -60/310 |
Mana | 169/192 |
Positive | 43/83 |
Healing Factor | 1.1097162075846 |
Regeneration | 2.4968614670654 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 34 |
Accuracy | 41 |
Crit Chance | 11% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Light | +20% |
Temporal | +5% |
Lightning | +10% |
Arcane | +19% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Fire | +15% |
Defense: Base
Armour (hardiness) | 9 (35.65183292883%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 24 |
Mental Save | 15 |
Defense: Resistances
Acid | + 33%( 70%) |
Light | + 64%( 70%) |
Darkness | + 14%( 70%) |
Cold | + 40%( 70%) |
Lightning | + 18%( 70%) |
Fire | + 18%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 653% 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 91 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. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 345 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Sun | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 within | active |
Equipment
On feet | pair of iron boots 'Magmacut' (10 def, 3 armour) pair of iron boots 'Magmacut' (10 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Mag / +2 Wil Changes resistances: +3% cold Changes resistances penetration: +15% fire Disarm immunity: +10% Life regen: +2.00 It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold 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 21.38 to 64.13 lightning damage (42.75 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | elm wand of lightning storm [power 110] (12/15 cooldown) elm wand of lightning storm [power 110] (12/15 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 (121 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | pixie's copper ring pixie's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
On fingers | marksman's copper ring of corrosion (+20%) marksman's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
Around waist | Xerobrena the rough leather belt Xerobrena the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 33% Changes resistances: +6% light / +5% darkness Changes damage: +9% arcane Only die when reaching: -20.00 life Spellpower: +10 (+3 eff.) A belt that goes around your waist. |
In main hand | cruel elm starstaff of fate (10-12 power, 2 apr, light element) cruel elm starstaff of fate (10-12 power, 2 apr, light element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% light Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +6 (+5 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+5 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
On hands | corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour) corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +3 Dex Changes resistances: +6% acid Changes damage: +4% acid 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. |
Main armor | timebroken woollen robe (0 def, 0 armour) timebroken woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes resistances: +9% all Changes damage: +10% arcane / +5% temporal Maximum mana: +11.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Aeribar the linen cloak (1 def, 5 armour) Aeribar the linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +1 Mag Changes resistances: +11% cold Mana each turn: +0.12 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% fire / +10% cold Amulets make your neck look great! |
Inventory
creative mossy mindstar (3-3 power, 12 apr, nature damage) creative mossy mindstar (3-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Mindpower: +2 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Dawnjeer DawnjeerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +4 Str / +1 Dex / +3 Con Changes resistances: +3% temporal Physical save: +6 (+5 eff.) Light radius: +3 Infravision radius: +3 See invisible: +3 Size category: +1 A belt that goes around your waist. |
Ravenriver the linen cloak (1 def, 0 armour) Ravenriver the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 8% Changes stats: +2 Str / +2 Con Changes resistances: +3% fire Changes resistances penetration: +5% fire Changes damage: +3% acid / +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Radiancenight the pair of rough leather boots (0 def, 1 armour) Radiancenight the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +1 Str / +3 Con Maximum encumbrance: +21 Physical save: +5 (+4 eff.) Light radius: +1 Infravision radius: +3 A pair of boots made of leather. |
iron gauntlets of strength (+2) (0 def, 1 armour) iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str 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. |
This item will automatically be transmogrified when you leave the level. iron helm of dexterity (+2) (0 def, 3 armour)iron helm of dexterity (+2) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Darkhunger' (1 def, 0 armour) linen wizard hat 'Darkhunger' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +1 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Str Changes resistances: +3% blight Changes resistances penetration: +5% darkness Psi each turn: +0.11 Mindpower: +3 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) 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 Talent granted: +1 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. |
agate 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. |
Belurin the Scorchpride (dig speed 20 turns) Belurin the Scorchpride (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +1 Str / +3 Mag / +1 Con Changes resistances: +6% darkness / +6% fire Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Delirafang the Glimmerbait Delirafang the GlimmerbaitCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Str Changes resistances: +9% light Changes damage: +12% physical Light radius: +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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying Orb 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) 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 Chest 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. |
Achievements
By Its Always Sunny in AZ the Drem Sun Paladin level 10
8th Profit 122nd year of Ascendancy at 09:41 see stats
By Its Always Sunny in AZ the Drem Sun Paladin level 9
5th Profit 122nd year of Ascendancy at 00:56 see stats
By Its Always Sunny in AZ the Drem Sun Paladin level 7
2nd Acquisition 122nd year of Ascendancy at 21:21 see stats
Log
The shield around shivgoroth crumbles.
Ce'Nylle the rattlesnake performs a melee critical strike against Its Always Sunny in AZ!
Your shield crumbles under the damage!
The shield around Its Always Sunny in AZ crumbles.
Ce'Nylle the rattlesnake damages himself through Martyrdom!
Ce'Nylle the rattlesnake hits Shivgoroth for (13 absorbed), 11 physical (11 total damage).
Ce'Nylle the rattlesnake hits Its Always Sunny in AZ for (44 absorbed), 0 physical, (4 absorbed), 28 physical (28 total damage).
Its Always Sunny in AZ hits Ce'Nylle the rattlesnake for (1 absorbed), 0 physical (0 total damage).
Melee retaliation hits Ce'Nylle the rattlesnake for (5 absorbed), 0 light, (5 absorbed), 0 light (0 total damage).
Shivgoroth hits Ce'Nylle the rattlesnake for (1 absorbed), 0 physical (0 total damage).
Talent Providence is ready to use.
Ce'Nylle the rattlesnake damages himself through Martyrdom!
Its Always Sunny in AZ hits Ce'Nylle the rattlesnake for (0 absorbed), 0 nature, (1 absorbed), 0 nature (0 total damage).
Poison from Ce'Nylle the rattlesnake hits Its Always Sunny in AZ for 18 nature damage.
Deadly Poison from Ce'Nylle the rattlesnake hits Its Always Sunny in AZ for 13 nature damage.
Its Always Sunny in AZ is confused and fails to use Providence.
Its Always Sunny in AZ hits Ce'Nylle the rattlesnake for (5 absorbed), 0 lightning (0 total damage).
Its Always Sunny in AZ hits Shivgoroth for 5 lightning damage.
Shivgoroth misses Its Always Sunny in AZ.
Poison bursts out of Its Always Sunny in AZ's corpse!
The shattering blow creates a shockwave!
The shield around Ce'Nylle the rattlesnake crumbles.
Ce'Nylle the rattlesnake damages himself through Martyrdom!
Ce'Nylle the rattlesnake hits Shivgoroth for 22 physical damage.
Ce'Nylle the rattlesnake hits Its Always Sunny in AZ for 40 physical damage.
Shivgoroth hits Ce'Nylle the rattlesnake for (1 absorbed), 0 physical (0 total damage).
Melee retaliation hits Ce'Nylle the rattlesnake for (3 absorbed), 3 light, 5 light (8 total damage).
Its Always Sunny in AZ hits Ce'Nylle the rattlesnake for (1 absorbed), 0 physical (0 total damage).
Its Always Sunny in AZ the level 12 drem sun paladin was bled to death by Ce'Nylle the rattlesnake on level 2 of Norgos Lair.