












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 Roguelike |
Sex | Female |
Race | Thalore |
Class | Marauder |
Level / Exp | 23 / 30% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 23 on the 80th Haze 122nd year of Ascendancy at 01:01 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 50 (base 38) |
Dexterity | 51 (base 38) |
Constitution | 16 (base 10) |
Magic | 8 (base 10) |
Willpower | 26 (base 10) |
Cunning | 45 (base 35) |
Resources
Life | -21/518 |
Stamina | 93/229 |
Equilibrium | 37 |
Healing Factor | 1.3045771506545 |
Regeneration | 55.939284419906 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
See Invisible | 12 |
Offense: Mainhand
Damage | 70 |
Accuracy | 62 |
Crit Chance | 38% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 61 |
Accuracy | 62 |
Crit Chance | 40% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +4% |
Acid | +20% |
Light | +10% |
Nature | +15% |
Mind | +15% |
Physical | +5% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Nature | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 39 (68.594633868923%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 41 |
Mental Save | 27 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 34%( 70%) |
Physical | + 24%( 70%) |
Cold | + 36%( 70%) |
All | + 13%( 70%) |
Darkness | + 34%( 70%) |
Light | + 39%( 70%) |
Lightning | + 32%( 70%) |
Fire | + 39%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Knockback Resistance | 100% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 270 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
talent | Trained Reactions |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 7%, life regeneration by 14.03, and stamina regeneration by 2.81. Bloodbath |
beneficial effect | Countering melee attacks: Has a 18% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
beneficial effect | Increases the effectiveness of all healing the target receives by 15%. Gift of the Woods |
beneficial effect | A flow of life spins around the target, regenerating 24.60 life per turn. Regeneration |
beneficial effect | You gain 17% resistance against lightning and cold. Resolve |
beneficial effect | Parrying melee and ranged attacks: Has a 66% chance to deflect up to 22 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
detrimental effect | The target is in the center of a lightning hurricane, doing 43.70 to 131.11 lightning damage to itself and others around every turn. Hurricane |
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 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Spit Poison (+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. | active |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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 unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 87. | 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. You have been shown a secret entrance to his stronghold. | 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 avoidance. 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.' * You've found the needed bear paw. * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed minotaur nose. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of wight ectoplasm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Dex / +3 Wil / +7 Lck Critical mult.: +15.00% Stealth bonus: +8 Equilibrium when hit: +0.04 Psi when hit: +0.16 Mindpower: +20 (+6 eff.) A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 Damage (Ranged): +12 lightning / +12 nature Damage (radius 2) on crit: +11 lightning Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(78 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +3 Defense: +30 (+8 eff.) Fatigue: +3% Damage when hit (Melee): 10 acid Changes stats: +4 Str / +5 Wil Changes resistances: +8% physical / +6% fire Changes resistances penetration: +10% acid Physical save: +5 (+1 eff.) A cap made of leather. |
On hands | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 lightning / 6 acid Changes resistances: +5% lightning / +9% cold / +6% acid / +6% blight Changes damage: +4% lightning / +5% acid Spell save: +3 (+1 eff.) Life regen: +1.00 Stamina each turn: +0.80 Maximum stamina: +13.00 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 | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 101 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Physical crit. chance: +1.0% Armour: +6 Damage when hit (Melee): 6 lightning Changes resistances: +24% fire Changes damage: +12% fire Maximum stamina: +20.00 Rings make your fingers look great! |
Around neck | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 1) on hit: +20 nature When wielded/worn: Changes resistances penetration: +5% nature Reduces incoming crit damage: 5.00% Infravision radius: +1 See invisible: +12 Sharp, short and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Critical mult.: +7.00% A belt that goes around your waist. |
In off hand | ![]() Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +3 Armour: +5 Defense: +10 (+3 eff.) Damage when hit (Melee): 6 darkness Changes stats: +2 Str Changes resistances: +9% darkness Physical save: +15 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +16 (+8 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 | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Defense: +4 (+2 eff.) Changes resistances: +7% physical / +6% cold Changes resistances cap: +4% all Changes resistances penetration: +15% light Changes damage: +6% physical / +9% cold Physical save: +12 (+4 eff.) Stamina each turn: +0.20 Combat speed: +10% Amulets make your neck look great! |
![]() Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +8% acid / +5% cold Allows you to breathe in: water A suit of armour made of leather. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +30 (+8 eff.) Changes stats: +2 Str Changes resistances: +6% fire / +6% darkness / +9% light Spell save: +6 (+2 eff.) Poison immunity: +20% Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
By Mama the Thalore Marauder level 21
76th Haze 122nd year of Ascendancy at 21:36 see stats
By Mama the Thalore Marauder level 17
30th Haze 122nd year of Ascendancy at 23:19 see stats
By Mama the Thalore Marauder level 18
43rd Haze 122nd year of Ascendancy at 09:09 see stats
By Mama the Thalore Marauder level 18
63rd Haze 122nd year of Ascendancy at 03:32 see stats
By Mama the Thalore Marauder level 9
7th Mirth 122nd year of Ascendancy at 20:35 see stats
By Mama the Thalore Marauder level 21
75th Haze 122nd year of Ascendancy at 20:45 see stats
By Mama the Thalore Marauder level 21
76th Haze 122nd year of Ascendancy at 23:43 see stats
By Mama the Thalore Marauder level 17
30th Haze 122nd year of Ascendancy at 22:50 see stats
By Mama the Thalore Marauder level 10
2nd Dusk 122nd year of Ascendancy at 11:11 see stats
By Mama the Thalore Marauder level 20
64th Haze 122nd year of Ascendancy at 23:55 see stats
By Mama the Thalore Marauder level 17
30th Haze 122nd year of Ascendancy at 23:19 see stats
By Mama the Thalore Marauder level 19
63rd Haze 122nd year of Ascendancy at 23:48 see stats
By Mama the Thalore Marauder level 17
30th Haze 122nd year of Ascendancy at 23:19 see stats
By Mama the Thalore Marauder level 9
9th Flare 122nd year of Ascendancy at 14:27 see stats
By Mama the Thalore Marauder level 17
30th Haze 122nd year of Ascendancy at 23:19 see stats
By Mama the Thalore Marauder level 18
59th Haze 122nd year of Ascendancy at 09:15 see stats
By Mama the Thalore Marauder level 9
7th Flare 122nd year of Ascendancy at 18:51 see stats
By Mama the Thalore Marauder level 18
58th Haze 122nd year of Ascendancy at 18:05 see stats
By Mama the Thalore Marauder level 17
29th Haze 122nd year of Ascendancy at 21:20 see stats
Log
Mama resists!
Thunderstorm hits Mama for (13 to ice), 19 lightning (19 total damage).
Urkis, the High Tempest hits Mama for (125 to ice), 187 lightning (187 total damage).
Mama is free from the ice.
Mama uses Infusion: Healing.
Mama receives 206 healing from Infusion: Healing.
Mama uses Unstoppable.
Hurricane from Urkis, the High Tempest hits Mama for 81 lightning damage.
Urkis, the High Tempest casts Nova.
Mama reacts to damage from Urkis, the High Tempest, mitigating the blow!.
Thunderstorm hits Mama for 26 lightning damage.
Urkis, the High Tempest hits Mama for (54 reacted , -5 stam), 99 lightning (99 total damage).
Mama shrugs off Urkis, the High Tempest's 'Dazed'!
Mama uses Dual Strike.
Mama performs a melee critical strike against Urkis, the High Tempest!
Urkis, the High Tempest is stunned!
Mama hits Urkis, the High Tempest for 116 physical, 0 lightning, 6 acid, 14 light, 77 physical, 0 lightning, 6 acid, 14 light, 19 nature (251 total damage).
Hurricane from Urkis, the High Tempest hits Mama for 36 lightning damage.
Urkis, the High Tempest casts Arcane Reconstruction.
Urkis, the High Tempest's spell attains critical power!
Thunderstorm hits Mama for 18 lightning damage.
Urkis, the High Tempest receives 365 healing.
Mama shrugs off Urkis, the High Tempest's 'Dazed'!
Mama wears (replacing Floezeal the gold amulet): Fanged Collar.
Mama is no longer evading attacks.
Mama is unstoppable!
Hurricane from Urkis, the High Tempest hits Mama for (19 refused), 22 lightning (22 total damage).