
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Race: Banshee 1.6.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. 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:
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:
No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Start Selector 1.5.5Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class. After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc): Sunwall. (Celestial Human/Elf Start) Notes: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 | Nightmare Adventure |
| Sex | Male |
| Race | Star Elf |
| Class | Moon Paladin |
| Level / Exp | 13 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by naga nereid at level 8 on the 79th Pyre 122nd year of Ascendancy at 20:40 1 / 4Killed by Bill the Stone Troll at level 12 on the 10th Mirth 122nd year of Ascendancy at 16:02 Killed by Mayynn the Guardian at level 13 on the 9th Dusk 122nd year of Ascendancy at 23:43 Killed by Luthais at level 13 on the 9th Dusk 122nd year of Ascendancy at 23:48 |
Primary Stats
| Strength | 18 (base 16) |
| Dexterity | 43 (base 26) |
| Constitution | 18 (base 14) |
| Magic | 30 (base 30) |
| Willpower | 11 (base 10) |
| Cunning | 21 (base 12) |
Resources
| Life | 287/287 |
| Positive | 86/86 |
| Negative | 86/86 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 0.26778408873168 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 10 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 48 |
| Crit Chance | 13% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 48 |
| Crit Chance | 14% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +3% |
| All | 0% |
| Physical | +15% |
| Cold | +10% |
| Nature | +11% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 26.335093952971 (47.857809501309%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 16 |
| Physical Save | 13 |
| Spell Save | 22 |
| Mental Save | 15 |
Defense: Resistances
| Lightning | + 3%( 70%) |
| Acid | + 3%( 70%) |
| Nature | + 22%( 70%) |
| Darkness | + 3%( 70%) |
| Cold | + 31%( 70%) |
| Physical | + 1%( 70%) |
| Fire | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 114 damage for 3 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% 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 / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Moon magic | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Guidance | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Lunar combat | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Star elf | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Night | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
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 failed to protect the lone alchemist from death by Cyruldavea the white wolf. Escort: lone alchemist (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 |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom... | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. 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 bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 |
Equipment
| On feet | pair of iron boots 'Earokath' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Dex offense ------ Physical Crit +4.0% Physical Power +8 (+3 eff.) Ignore Armor +5 defense ------ Armor +3 Fatigue +2% Resistance +1% physical Spell save +9 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Hurorerak'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Cun +1 Wil offense ------ Critical power +15.00% defense ------ Resistance +3% acid +6% fire +3% lightning other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Olehor (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Critical power +5.00% Damage +6% physical Ignore Armor +2 defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
| Tool | Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 95.19 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | Cyreselaith0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +4 Con offense ------ Physical Power +5 (+2 eff.) Damage +11% nature defense ------ Defense +5 (+3 eff.) Resistance +22% nature Unlife -20.00 life Rings make your fingers look great! |
| On fingers | Festerwing the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% cold When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 36% * 20% chance to reduce armor by 24% defense ------ Resistance +20% cold Mind save +3 (+3 eff.) Rings make your fingers look great! |
| Around waist | Arintir the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +6 Lck offense ------ Damage +9% physical Ignore resists +5% physical Ignore Armor +2 defense ------ Defense +10 (+5 eff.) Stealth +6 other ------- Disarm Traps +8 Max stamina +20.00 Infravision +4 A belt that goes around your waist. |
| In main hand | iron dagger of erosion (11-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Nature Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 nature Sharp, short and deadly. |
| On hands | Koralathagen (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +3 Dex offense ------ On-Hit 5 fire Damage +3% fire defense ------ Armor +1 Fatigue +1% Resistance +6% fire Confus Resist +10% 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. |
| In off hand | steel dagger of erosion (10-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 nature Sharp, short and deadly. |
| Cloak | thick linen cloak (1 def, 7 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +7 Defense +1 (+1 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Pitchburst (2 def, 10 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 11 defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% Resistance +3% darkness other ------- Psi when Hit +0.04 Max hate +2.00 A suit of armour made of mail. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel greatsword of erosion (28-44 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Nature Weapon Damage 27.5 - 44.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 nature Massive two-handed swords. |
Velevea (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +9 (+4 eff.) Damage +9% acid +20% fire +12% arcane +9% blight Ignore resists +10% blight +10% arcane defense ------ Physical save +7 (+7 eff.) Spell save +8 (+4 eff.) Mind save +7 (+6 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Scorchblack the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str offense ------ Critical power +5.00% Ignore resists +15% fire Accuracy +10 (+4 eff.) defense ------ Resistance +6% fire +6% cold other ------- Stamina/turn +2.00 A belt that goes around your waist. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 20.62 to 61.87 lightning damage (41.25 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
grounding rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal A cap made of leather. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
52 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Astrolabe2.0 Encumbrance T1 misc tool [Unique] Arcane/Master While equipped: offense ------ Spellpower +5 (+2 eff.) Damage +10% darkness other ------- Infravision +2 A carefully constructed device for measuring and predicting the movements of celestial bodies. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Luthais the Star Elf Moon Paladin level 10
2nd Mirth 122nd year of Ascendancy at 15:22 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Luthais the Star Elf Moon Paladin level 8
1st Mirth 122nd year of Ascendancy at 19:28 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Luthais the Star Elf Moon Paladin level 11
8th Mirth 122nd year of Ascendancy at 21:01 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Luthais the Star Elf Moon Paladin level 11
7th Mirth 122nd year of Ascendancy at 06:53 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Luthais the Star Elf Moon Paladin level 13
9th Dusk 122nd year of Ascendancy at 23:48 see stats
Log
Something hits Luthais for (25 absorbed), 0 physical (0 total damage).
Luthais misses Something.
Luthais misses Something.
Deadly Poison from Mayynn the Guardian hits Luthais for (10 absorbed), 0 nature (0 total damage).
Luthais is disarmed!
Something hits Luthais for (13 parried), (0 absorbed), 0 physical (0 total damage).
Luthais hits Something for 22 physical, 3 fire (25 total damage).
Something misses Luthais.
Luthais recovers sight.
Talent Rune: Shatter Afflictions is ready to use.
Deadly Poison from Mayynn the Guardian hits Luthais for (14 absorbed), 0 nature (0 total damage).
Mayynn the Guardian is not stunned anymore.
Mayynn the Guardian uses Venomous Strike.
Mayynn the Guardian's Venomous Strike performs a ranged critical strike against Luthais!
Your shield crumbles under the damage!
The shield around Luthais crumbles.
Luthais slows down.
Mayynn the Guardian's Venomous Strike hits Luthais for (41 absorbed), 62 nature (62 total damage).
Luthais the level 13 star elf moon paladin was splurged to death by Mayynn the Guardian on level 1 of Ruined Dungeon.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Mayynn the Guardian's Venomous Strike killed Luthais!
Saving game...
Talent Wane is ready to use.
Talent Twilight Surge is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!












































