










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| 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 1.7.6Donators/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! 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 | Ghoul | 
| Class | Necromancer | 
| Level / Exp | 16 / 85% | 
| Size | medium | 
| Lifes / Deaths | Killed by Zubyma the blue crystal at level 16 on the 13rd Dusk 122nd year of Ascendancy at 04:20  / 1 | 
Primary Stats
| Strength | 53 (base 33) | 
| Dexterity | 11 (base 10) | 
| Constitution | 30 (base 13) | 
| Magic | 44 (base 37) | 
| Willpower | 15 (base 13) | 
| Cunning | 9 (base 11) | 
Resources
| Life | -269/320 | 
| Mana | 199/251 | 
| Soul | 9/12 | 
| Healing Factor | 1.3592147729953 | 
| Regeneration | 11.213521877212 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +80% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 1 | 
Offense: Mainhand
| Damage | 79 | 
| Accuracy | 26 | 
| Crit Chance | 3% | 
| APR | 10 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 37 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 19 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +10% | 
| Blight | +6% | 
| Arcane | +4% | 
| Cold | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Acid | +10% | 
| Fire | +5% | 
| Physical | +5% | 
| Cold | +9% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 35.5 (80%) | 
| Defense | 32 | 
| Ranged Defense | 32 | 
| Fatigue | 8 | 
| Physical Save | 33 | 
| Spell Save | 20 | 
| Mental Save | 14 | 
Defense: Resistances
| Lightning | + 15%( 70%) | 
| Acid | + 14%( 70%) | 
| Light | + 36%( 70%) | 
| Cold | + 22%( 70%) | 
| Mind | + 12%( 70%) | 
| Physical | + 14%( 70%) | 
| Fire | + 28%( 70%) | 
| All | + 9%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Silence Resistance | 23% | 
| Bleed Resistance | 100% | 
| Confusion Resistance | 41% | 
| Fear Resistance | 100% | 
| Stun Resistance | 82% | 
| Poison Resistance | 80% | 
| Disarm Resistance | 20% | 
Inscriptions (4/4)
| 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 296 damage for 3 turns. Its effects scale with your Strength stat.  | 
| 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 43 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: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 9 up to 4 times. Its effects scale with your Cunning stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 31 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 Dexterity stat.  | 
Class Talents
| Spell / Glacial waste | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Master of flesh | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Nightfall | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Dreadmaster | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Death | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Spell / Grave | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Animus | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Master of bones | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Spell / Spectre | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Undead / Ghoul | 1.10 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Necrosis | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 5/5 | 
  | 0/5 | 
  | 1/5 | 
  | 4/5 | 
  | 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 lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)).  | 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 | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | 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 within | active | 
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble.  | done | 
Equipment
| On feet |  Bethobeth the Phoenixlash (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce damage dealt by 11% Changes resistances: +9% fire Changes resistances penetration: +5% fire Changes damage: +6% blight Silence immunity: +23% Confusion immunity: +21% Stun/Freeze immunity: +22% A pair of boots made of leather.  | 
| Light source |  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.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  rough leather cap 'Lorichik' (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+3 eff.) Fatigue: +1% Changes resistances: +3% mind Changes resistances penetration: +10% acid Physical save: +11 (+5 eff.) Confusion immunity: +20% Stun/Freeze immunity: +10% A cap made of leather.  | 
| Tool |  Malakalthodrabers the ash totem of stinging [power 182]  (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Str / +1 Con Reduces incoming crit damage: 15.00% Infravision radius: +1 It can be used to sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  warrior's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Armour: +6 Defense: +8 (+4 eff.) Changes stats: +3 Str It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great!  | 
| On fingers |  conjurer's copper ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Life regen: +6.00 Maximum life: +46.00 Spellpower: +6 (+3 eff.) Healing mod.: +10% Rings make your fingers look great!  | 
| Around waist |  Hailflash the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +20 (+6 eff.) Armour: +4 Defense: +30 (+13 eff.) Changes resistances: +6% fire / +9% cold Changes resistances penetration: +5% physical A belt that goes around your waist.  | 
| In main hand |  Ce'Neriana the Tidewilder (121% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 122% 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: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 64 cold damage (1/turn) Damage (Melee): +7 light / +16 cold Damage (radius 1) on hit: +4 arcane / +12 fire Damage (radius 2) on crit: +8 cold Damage against: +9% Undead When wielded/worn: Changes resistances penetration: +9% cold Changes damage: +9% cold Massive two-handed swords.  | 
| On hands |  steady rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Physical save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Power: 93% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Damage (Melee): +5 arcane Damage (radius 2) on crit: +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  hardened steel mail armour (2 def, 12 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% acid / +5% physical / +5% cold / +7% lightning / +6% fire A suit of armour made of mail.  | 
| Cloak |  Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric.  | 
| Around neck |  restful copper amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Mag Life regen: +2.00 Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +21.00 Amulets make your neck look great!  | 
Inventory
 JetonslaughtCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Damage when hit (Melee): 2 temporal Changes stats: +3 Cun Changes resistances penetration: +5% darkness Changes damage: +15% temporal Rings make your fingers look great!  | 
 steel ring 'Belebeth'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Changes resistances: +22% light / +3% darkness Changes damage: +11% light Blindness immunity: +24% Silence immunity: +33% Pinning immunity: +10% Mana each turn: +0.10 Infravision radius: +4 See stealth: +7 See invisible: +7 Rings make your fingers look great!  | 
 stabilizing iron helm (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% Physical save: +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 3 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.  | 
 47 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 Khelirion the Winterrebel (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 38% Damage when hit (Melee): 2 mind Changes stats: +1 Str Changes resistances: +9% acid / +3% fire / +3% cold Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 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.  | 
 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.  | 
 piercing elm totem of healing [power 116]  (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 3 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.  | 
 3 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.  | 
 5 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
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Belize the Ghoul Necromancer level 10
5th Flare 122nd year of Ascendancy at 18:23 see stats
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Belize the Ghoul Necromancer level 15
9th Dusk 122nd year of Ascendancy at 22:25 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Belize the Ghoul Necromancer level 5
8th Mirth 122nd year of Ascendancy at 17:29 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Belize the Ghoul Necromancer level 13
2nd Dusk 122nd year of Ascendancy at 13:13 see stats
Log
The fabric of time around Zubyma the blue crystal returns to normal.
Zubyma the blue crystal casts Blastwave.
Belize is on fire!
Belize is knocked back!
Zubyma the blue crystal hits Belize for 7 physical, 20 fire (27 total damage).
Burning from Zubyma the blue crystal hits Belize for 2 physical, 7 fire (9 total damage).
Zubyma the blue crystal's cleansing fire area effect hits Zubyma the blue crystal for 5 physical, 8 fire (13 total damage).
Zubyma the blue crystal casts Gravity Spike.
Belize is drawn in by the singularity!
Zubyma the blue crystal hits Belize for 60 physical damage.
Burning from Zubyma the blue crystal hits Belize for 2 physical, 7 fire (9 total damage).
Zubyma the blue crystal's cleansing fire area effect hits Zubyma the blue crystal for 5 physical, 8 fire (13 total damage).
Belize unleashes a blast of frostdusk as he crosses the veil!
Burning from Zubyma the blue crystal hits Belize for 2 physical, 6 fire (8 total damage).
Zubyma the blue crystal casts Flame.
Zubyma the blue crystal hits Belize for 22 physical, 63 fire (85 total damage).
Zubyma the blue crystal's cleansing fire area effect hits Zubyma the blue crystal for 5 physical, 8 fire (13 total damage).
Zubyma the blue crystal's cleansing fire area effect hits Belize for 5 physical, 16 fire (21 total damage).
Darkness pulsates around Belize!
Burning from Zubyma the blue crystal hits Belize for 11 physical, 31 fire (42 total damage).
Zubyma the blue crystal's cleansing fire area effect hits Zubyma the blue crystal for 5 physical, 8 fire (13 total damage).
Zubyma the blue crystal casts Dimensional Step.
Zubyma the blue crystal folds space with with Belize!
Zubyma the blue crystal casts Temporal Bolt.
Zubyma the blue crystal hits Belize for 21 physical, 50 temporal (71 total damage).
Burning from Zubyma the blue crystal hits Belize for 11 physical, 31 fire (42 total damage).
Belize the level 16 ghoul necromancer was slowly cooked to death by Zubyma the blue crystal on level 2 of Scintillating Caves.

















































































