











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Midnight 1.6.6Adds 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. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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.
Dread Necromancer 1.6.4The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Embers of Rage 1.6.7Official 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:
Ashes of Urh'Rok 1.6.7Official 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:
No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Verdant Class Pack 1.6.7Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Krog |
Class | Marauder |
Level / Exp | 23 / 72% |
Size | big |
Lifes / Deaths | Killed by Eilinytta the rattlesnake at level 9 on the 7th Mirth 122nd year of Ascendancy at 17:50 0 / 6Killed by elven cultist at level 14 on the 4th Dusk 122nd year of Ascendancy at 18:39 Killed by elven cultist at level 14 on the 6th Dusk 122nd year of Ascendancy at 13:24 Killed by Poltergeist Eye of Summer at level 22 on the 41st Haze 122nd year of Ascendancy at 19:44 Killed by Polenne the saw horror at level 23 on the 47th Haze 122nd year of Ascendancy at 05:59 Killed by Polenne the saw horror at level 23 on the 47th Haze 122nd year of Ascendancy at 08:26 |
Antimagic | Follower |
Primary Stats
Strength | 63 (base 50) |
Dexterity | 65 (base 47) |
Constitution | 28 (base 10) |
Magic | 11 (base 10) |
Willpower | 19 (base 10) |
Cunning | 33 (base 11) |
Resources
Life | -122/735 |
Stamina | 31/118 |
Healing Factor | 1.2363636363636 |
Regeneration | 46.054545454545 |
Speed
Mental | +13.102561026631% |
Attack | 0% |
Movement | -25.509558416029% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 77 |
Accuracy | 76 |
Crit Chance | 75% |
APR | 33 |
Speed | 0.88 |
Offense: Offhand
Damage | 63 |
Accuracy | 76 |
Crit Chance | 78% |
APR | 33 |
Speed | 0.88 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Blight | +3% |
Physical | +7% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Cold | +25% |
Physical | +44% |
Defense: Base
Armour (hardiness) | 40.723073231957 (93.924050632911%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 24 |
Physical Save | 31 |
Spell Save | 30 |
Mental Save | 49 |
Defense: Resistances
Physical | + 1%( 70%) |
Acid | + 8%( 70%) |
Lightning | + 6%( 70%) |
Darkness | + 6%( 70%) |
Cold | + 7%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 37%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 40% |
Confusion Resistance | 29% |
Instadeath Resistance | 100% |
Disarm Resistance | 19% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 747% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 171 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
talent | Precise Strikes |
talent | Total Thuggery |
detrimental effect | Huge cut that bleeds, doing 13.72 physical damage per turn. Bleeding |
beneficial effect | The thrill of combat improves the target's maximum life by 10%, life regeneration by 25.00, and stamina regeneration by 5.00. Bloodbath |
detrimental effect | The target is poisoned, taking 16.67 nature damage per turn. Poison |
detrimental effect | Movement speed is reduced by 26%. Slow movement |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | Parrying melee and ranged attacks: Has a 69% chance to deflect up to 22 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved mental save by +12. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved mental save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 71. | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. 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.' * You've found the needed ice ant stinger. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed xorn fragment. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +3 Fatigue +2% Resists +6% darkness Crit.dmg- 5.00% Phys.save +6 (+3 eff.) Spell.save +14 (+7 eff.) Mind.save +6 (+2 eff.) Die.at -60.00 life HP.reg +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +30 (+9 eff.) Resists +3% fire +1% physical Max.HP +52.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Mag +2 Cun dps ---------- On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 fire Dmg.mod +5% fire ----- def ----- Armour +2 Defense +20 (+6 eff.) Resists +5% arcane +7% fire Spell.save +3 (+1 eff.) Mind.save +9 (+3 eff.) Max.HP +40.00 HP.reg +4.00 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. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 3 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 7 physical Ranged+ 5 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 16 On Hit (Ranged): * 11% chance to reduce all saves and defense by 16 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Acc +12 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 108% 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 can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Heal.mod +10% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 133 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Ego++] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Dmg.mod +7% physical Res.pen +7% physical Acc +17 (+4 eff.) Apr +7 Sharp, long, and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +11 Dex +4 Cun +6 Con dps ---------- Phys.crit +10.0% Mind.crit +8% Res.pen +25% cold A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +6.5% Atk.spd 100% Phasing +20% On Hit: * 20% chance to reduce all saves and defense by 16 While equipped: Stats +2 Str +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +7% physical Melee Ret 4 physical ----- def ----- Die.at -60.00 life Disarm- +19% One-handed war axes. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +3% blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +7 (+3 eff.) Resists +6% lightning Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +15 Fatigue +22% Resists +8% acid +7% cold Mind.save +14 (+4 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
Inventory
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 6 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +3 Mag +2 Wil dps ---------- Phys.crit +7.0% Spell.crit +2% Res.pen +5% physical Acc +9 (+2 eff.) Apr +8 ----- def ----- Crit.dmg- 5.00% Disease- +15% Def/telep +15 Res/telep +15% Dur/telep +15% Blunt and deadly. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Mag +2 Wil +1 Con dps ---------- Dmg.mod +10% darkness Res.pen +7% darkness ----- def ----- Defense +2 (+1 eff.) Resists +23% darkness Stealth +6 Max.HP +20.00 Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Ego+] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +5% mind +6% fire ----- def ----- Mind.save +6 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 373/400 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. |
Achievements
By Lieth the Krog Marauder level 21
29th Haze 122nd year of Ascendancy at 13:59 see stats
By Lieth the Krog Marauder level 19
23rd Haze 122nd year of Ascendancy at 22:57 see stats
By Lieth the Krog Marauder level 21
34th Haze 122nd year of Ascendancy at 16:02 see stats
By Lieth the Krog Marauder level 20
26th Haze 122nd year of Ascendancy at 04:51 see stats
By Lieth the Krog Marauder level 21
29th Haze 122nd year of Ascendancy at 14:24 see stats
By Lieth the Krog Marauder level 10
7th Mirth 122nd year of Ascendancy at 23:02 see stats
By Lieth the Krog Marauder level 20
24th Haze 122nd year of Ascendancy at 15:37 see stats
By Lieth the Krog Marauder level 18
22nd Dusk 122nd year of Ascendancy at 22:07 see stats
By Lieth the Krog Marauder level 21
29th Haze 122nd year of Ascendancy at 13:59 see stats
By Lieth the Krog Marauder level 9
3rd Mirth 122nd year of Ascendancy at 22:50 see stats
By Lieth the Krog Marauder level 18
22nd Dusk 122nd year of Ascendancy at 17:22 see stats
Log
Polenne the saw horror's phys.bleed area effect hits Poison ivy for 65 physical damage.
Polenne the saw horror's phys.bleed area effect hits Poison ivy for 65 physical damage.
Polenne the saw horror receives 195 healing from Polenne the saw horror's phys.bleed area effect.
Polenne the saw horror's cold repulsion area effect hits Lieth for 63 cold, 67 physical (131 total damage).
Polenne the saw horror's cold repulsion area effect hits Poison ivy for 59 cold, 68 physical (127 total damage).
Polenne the saw horror's cold repulsion area effect hits Polenne the saw horror for 195 healing, 195 healing (0 total damage) [389 healing].
Polenne the saw horror's cold repulsion area effect hits Poison ivy for 68 cold, 68 physical (136 total damage).
Lieth is confused and fails to use Attack.
Poison ivy misses Lieth.
Bleeding from Polenne the saw horror hits Poison ivy for 12 physical damage.
Bleeding from Polenne the saw horror hits Poison ivy for 12 physical damage.
Bleeding from Polenne the saw horror hits Poison ivy for 14 physical damage.
Bleeding from Polenne the saw horror hits Poison ivy for 13 physical damage.
Polenne the saw horror is confused and fails to use Attack.
Lieth has finished recovering.
Lieth seems more focused.
Bleeding from Polenne the saw horror hits Lieth for 14 physical damage.
Poison from Poison ivy hits Lieth for 25 nature damage.
Polenne the saw horror's phys.bleed area effect hits Poison ivy for 55 physical damage.
Polenne the saw horror's phys.bleed area effect hits Lieth for 65 physical damage.
Polenne the saw horror's phys.bleed area effect hits Poison ivy for 65 physical damage.
Polenne the saw horror's phys.bleed area effect hits Poison ivy for 65 physical damage.
Polenne the saw horror's phys.bleed area effect hits Poison ivy for 56 physical damage.
Lieth the level 23 krog marauder was crushed to death by Polenne the saw horror on level 1 of Yiilkgur, the Sher'Tul Fortress.
Lieth stops bleeding.
Lieth deactivates Precise Strikes.
Lieth no longer revels in blood quite so much.
Lieth deactivates Total Thuggery.
Lieth stops being poisoned.