












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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.
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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Better Item Description 1.7.4This 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 1.7.4Combines 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: Showing Items Tier in Inventory 1.7.2This 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 25 / 31% |
Size | medium |
Lifes / Deaths | Killed by The Withering Thing at level 13 on the 24th Wealth 122nd year of Ascendancy at 16:47 0 / 7Killed by gigantic corrosive tunneler at level 19 on the 4th Shortage 122nd year of Ascendancy at 20:10 Killed by Aryrin the copperhead snake at level 21 on the 21st Iron 123rd year of Ascendancy at 21:01 Killed by Burb the snow giant champion at level 22 on the 9th Steel 123rd year of Ascendancy at 11:07 Killed by snow giant boulder thrower at level 23 on the 10th Steel 123rd year of Ascendancy at 17:37 Killed by Rat Lich at level 24 on the 19th Steel 123rd year of Ascendancy at 21:14 Killed by myGuy at level 25 on the 2nd Gold 123rd year of Ascendancy at 20:12 |
Primary Stats
Strength | 70 (base 55) |
Dexterity | 47 (base 24) |
Constitution | 40 (base 35) |
Magic | 9 (base 10) |
Willpower | 25 (base 10) |
Cunning | 35 (base 10) |
Resources
Life | -115/880 |
Stamina | 109/220 |
Healing Factor | 1.2222297605398 |
Regeneration | 6.4305135538273 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 2 |
See Stealth | 6 |
See Invisible | 18 |
Offense: Mainhand
Damage | 108 |
Accuracy | 64 |
Crit Chance | 12% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 9 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Light | +3% |
Nature | +13% |
Cold | +12% |
Fire | +9% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Cold | +30% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 42.292304923968 (87.807182003187%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 15 |
Physical Save | 46 |
Spell Save | 31 |
Mental Save | 29 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 16%( 70%) |
Cold | + 31%( 70%) |
All | + 7%( 70%) |
Darkness | + 14%( 70%) |
Temporal | + 15%( 70%) |
Lightning | + 22%( 70%) |
Mind | + 19%( 70%) |
Fire | + 16%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Confusion Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. Its effects scale with your Strength stat. |
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 269 damage for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.50 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by multi-hued crystal. Escort: injured seer (level 3 of Scintillating Caves) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. * You've found the needed green worm. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +6% mind +6% cold Ignore resists +25% cold When Hit 6 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Armor +3 Resistance +15% acid other ------- Stamina/turn +0.70 Max stamina +10.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T2 shot ammo [Ego] Master Weapon Damage 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 39 While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +5 (+3 eff.) other ------- Light +8 See Stealth +6 See Invisibility +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +6% cold +9% fire Ignore resists +5% cold When Hit 10 cold defense ------ Armor +3 Fatigue +3% Resistance +9% acid +9% blight +10% fire +8% cold +8% lightning A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Dex +6 Cun offense ------ Accuracy +8 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +7% darkness Physical save +7 (+3 eff.) other ------- Infravision +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 126.01 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +3 Str +5 Dex offense ------ Physical Power +20 (+5 eff.) Damage +13% nature Ignore Armor +5 defense ------ Resistance +26% nature Physical save +6 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun offense ------ Physical Crit +3.0% Physical Power +10 (+3 eff.) Accuracy +25 (+6 eff.) Ignore Armor +4 defense ------ Resistance +13% mind Confus Resist +23% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 mace 1H weapon [Ego] Master/Psionic Weapon Damage 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +6 mind On Hit: * 16% chance to reduce all saves and defense by 19 While equipped: Stats +2 Cun +3 Wil Blunt and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Dex +1 Mag +2 Con offense ------ Ignore resists +15% lightning defense ------ Resistance +8% lightning +8% temporal other ------- See Invisibility +6 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 31.0 - 37.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 On-Hit, radius 1 +12 fire While equipped: offense ------ On-Hit 5 fire When Hit 1 fire defense ------ Armor +6 Fatigue +8% Resistance +18% cold other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +5 Wil +4 Cun offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) Damage +3% light defense ------ Defense +1 (+1 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 | ![]() 14.0 Encumbrance T3 heavy armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +15 Defense +3 (+2 eff.) Fatigue +6% Physical save +8 (+3 eff.) Mind save +12 (+6 eff.) A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Life +20.00 Disarm Resist +21% Pinning Resist +23% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +11% acid defense ------ Armor +8 Resistance +22% acid Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +2% Spellpower +10 (+10 eff.) Damage +15% physical defense ------ Resistance +12% cold +12% fire +6% nature +6% darkness Poison Resist +20% other ------- Max mana +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 Encumbrance T2 shield armor [Rare] Master When used to Attack: Weapon Damage 23.0 - 27.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +120 While equipped: Stats +5 Con offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Armor +20 Fatigue +8% other ------- Max stamina +20.00 Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Ignore resists +15% acid When Hit 10 arcane On-Hit (Melee): * 20% chance to reduce armor by 14% defense ------ Resistance +6% acid +5% arcane +9% all other ------- Mana/turn +0.22 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 Encumbrance T2 massive armor [Rare] Master While equipped: offense ------ Ignore resists +25% light defense ------ Armor +34 Fatigue +22% Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of metal plates. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By myGuy the Dwarf Bulwark level 21
25th Iron 123rd year of Ascendancy at 17:17 see stats
By myGuy the Dwarf Bulwark level 24
12nd Steel 123rd year of Ascendancy at 03:49 see stats
By myGuy the Dwarf Bulwark level 20
13rd Shortage 122nd year of Ascendancy at 11:45 see stats
By myGuy the Dwarf Bulwark level 10
4th Profit 122nd year of Ascendancy at 03:35 see stats
By myGuy the Dwarf Bulwark level 20
12nd Shortage 122nd year of Ascendancy at 20:57 see stats
By myGuy the Dwarf Bulwark level 21
27th Shortage 122nd year of Ascendancy at 12:56 see stats
By myGuy the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 17:57 see stats
By myGuy the Dwarf Bulwark level 24
27th Steel 123rd year of Ascendancy at 16:21 see stats
By myGuy the Dwarf Bulwark level 24
19th Steel 123rd year of Ascendancy at 14:27 see stats
By myGuy the Dwarf Bulwark level 25
28th Steel 123rd year of Ascendancy at 21:40 see stats
By myGuy the Dwarf Bulwark level 16
11st Dearth 122nd year of Ascendancy at 00:08 see stats
Log
MyGuy starts to bleed.
myGuy HEALS from physical damage!
Salyldanor the degenerated skeleton warrior's Earthen Missiles hits myGuy for 42 physical, 4 healing, 7 physical (49 total damage) [4 healing].
Salyldanor the degenerated skeleton warrior's Earthen Missiles hits myGuy for 27 physical, 3 healing, 4 physical (31 total damage) [3 healing].
MyGuy deactivates Last Stand.
Salyldanor the degenerated skeleton warrior casts Flame.
MyGuy is on fire!
myGuy HEALS from fire damage!
myGuy HEALS from physical damage!
Salyldanor the degenerated skeleton warrior hits myGuy for 60 fire, 7 healing (60 total damage) [7 healing].
Burning from Salyldanor the degenerated skeleton warrior hits myGuy for 20 fire, 2 healing (20 total damage) [2 healing].
Bleeding from Salyldanor the degenerated skeleton warrior hits myGuy for 12 physical, 1 healing (12 total damage) [1 healing].
MyGuy uses Block.
Salyldanor the degenerated skeleton warrior casts Manathrust.
MyGuy stops regenerating health quickly.
myGuy HEALS from arcane damage!
myGuy HEALS from physical damage!
myGuy HEALS from fire damage!
Salyldanor the degenerated skeleton warrior hits myGuy for (117 blocked), 0 arcane, 12 healing (0 total damage) [12 healing].
Burning from Salyldanor the degenerated skeleton warrior hits myGuy for (20 blocked), 0 fire, 2 healing (0 total damage) [2 healing].
Bleeding from Salyldanor the degenerated skeleton warrior hits myGuy for (12 blocked), 0 physical, 1 healing (0 total damage) [1 healing].
MyGuy uses Assault.
myGuy performs a melee critical strike against Salyldanor the degenerated skeleton warrior!
myGuy performs a melee critical strike against Salyldanor the degenerated skeleton warrior!
The fabric of space around Salyldanor the degenerated skeleton warrior stabilizes to normal.
myGuy performs a melee critical strike against Salyldanor the degenerated skeleton warrior!
MyGuy prepares for the next kill!