









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 11 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 11 on the 6th Flare 122nd year of Ascendancy at 14:00 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 46 (base 34) |
| Willpower | 31 (base 24) |
| Cunning | 20 (base 11) |
Resources
| Life | -12/217 |
| Mana | 104/275 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 0.26150778048544 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 21 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +31% |
| Light | +3% |
| Fire | +20% |
| Arcane | +20% |
| Cold | +30% |
| Nature | +5% |
Offense: Damage Penetration
| Lightning | +5% |
| Fire | +5% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 24 |
| Mental Save | 17 |
Defense: Resistances
| Lightning | + 33%( 70%) |
| Nature | + 16%( 70%) |
| Mind | + 10%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 900% for 10 turns (45 total) and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| Tool | [vs. Thundergrind the iron torque of clear mind [power 1] (25 cooldown) (Tool)]Thundergrind the iron torque of clear mind [power 1] (25 cooldown) 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Melee+ 0(-20) item temporal energize Melee Ret 2(-) arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6%(-) lightning Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. marksman's copper ring of lightning (+22%) (On fingers, 1 of 2)]marksman's copper ring of lightning (+22%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2(-) Dex dps ---------- Dmg.mod +11%(-) lightning Acc +4 (+2 eff.) (-) ----- def ----- Resists +22%(-) lightning Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. marksman's copper ring of lightning (+22%) (On fingers, 1 of 2)]Chargevenom the steel ring 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4(+2) Dex +3 Cun +5 Con dps ---------- Dmg.mod +0%(-11%) lightning Res.pen +5% lightning Acc +8 (+4 eff.) (+4 (+2 eff.)) ----- def ----- Resists +3% mind +0%(-22%) lightning Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Feathersteel Amulet (Around neck)]Feathersteel Amulet 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% (-) ----- def ----- Defense +15 (+8 eff.) (-) Fatigue -20% (-) Proj.slow +15% (-) ---------- misc Max.enc +20 (-) Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | [vs. Staff of Destruction (20-24 power, 4 apr, lightning element) (In main hand)]Staff of Destruction (20-24 power, 4 apr, lightning element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Lightning Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 (-) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +10% (-) Spell.pwr +25 (+10 eff.) (-) Dmg.mod +20%(-) lightning +20%(-) fire +20%(-) arcane +20%(-) cold ---------- misc Talents +1.00(-) Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4(-) Cun +4(-) Wil dps ---------- Mind.pwr +2 (+1 eff.) (-) Dmg.mod +5%(-) nature ----- def ----- Resists +10%(-) nature Poison- +20% (-) ---------- misc Masteries +0.20(-) Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Light source | [vs. brass lantern 'Blazestoker' (Light source)]brass lantern 'Blazestoker' 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5%(-) fire ----- def ----- Spell.save +3 (+1 eff.) (-) Max.HP +44.00 (-) Disarm- +20% (-) ---------- misc Light +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | [vs. Gunedil the Noonravage (7 def, 0 armour) (Cloak)]Gunedil the Noonravage (7 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1(-) Cun dps ---------- Dmg.mod +3%(-) light ----- def ----- Defense +7 (+4 eff.) (-) Phys.save +6 (+6 eff.) (-) ---------- misc Light +2 (-) Infravis +1 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Silk Current (12 def, 0 armour) (Main armor)]Silk Current (12 def, 0 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) (-) Mov.spd +15% (-) Dmg.mod +10%(-) cold Res.pen +8%(-) cold Melee Ret 10(-) cold ----- def ----- Defense +12 (+6 eff.) (-) Resists +7%(-) all +15%(-) cold ---------- misc Masteries +0.30(-) Spell/Glacial waste +0.30(-) Spell/Rime wraith +0.30(-) Spell/Water +0.30(-) Spell/Frost alchemy +0.30(-) Spell/Grave +0.30(-) Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
regeneration infusion (heal 72; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 72 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. marksman's copper ring of lightning (+22%) (On fingers, 1 of 2)]copper ring of darkness (+20%) 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +0(-2) Dex dps ---------- Dmg.mod +10% darkness +0%(-11%) lightning Acc +0 (+0 eff.) (-4 (-2 eff.)) ----- def ----- Resists +20% darkness +0%(-22%) lightning Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Staff of Destruction (20-24 power, 4 apr, lightning element) (In main hand)]flaming steel battleaxe of massacre (28-43 power, 2 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 28.5 - 42.8(+8.5 - +18.8) Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 (-2) Crit +5.0% Atk.spd 100% (-) On Hit.r1 +12 fire While equipped: dps ---------- Spell.crit +0% (-10%) Spell.pwr +0 (+0 eff.) (-25 (-10 eff.)) Dmg.mod +0%(-20%) lightning +0%(-20%) fire +0%(-20%) arcane +0%(-20%) cold ---------- misc Talents +0(+-1) Command Staff Massive two-handed battleaxes. |
[vs. Staff of Destruction (20-24 power, 4 apr, lightning element) (In main hand)]steel greatsword (24-38 power, 2 apr) 3.0 T2 greatsword 2H weapon Reqs Str 16 [Normal] Power 24.0 - 38.4(+4.0 - +14.4) Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 (-2) Crit +3.0% Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +0% (-10%) Spell.pwr +0 (+0 eff.) (-25 (-10 eff.)) Dmg.mod +0%(-20%) lightning +0%(-20%) fire +0%(-20%) arcane +0%(-20%) cold ---------- misc Talents +0(+-1) Command Staff Massive two-handed swords. |
[vs. Staff of Destruction (20-24 power, 4 apr, lightning element) (In main hand)]balanced dwarven-steel longsword of phasing (24-33 power, 13 apr) 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 23.5 - 32.9(+3.5 - +8.9) Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +13 (+9) Crit +3.5% Atk.spd 100% (-) Phasing +12% While equipped: dps ---------- Spell.crit +0% (-10%) Spell.pwr +0 (+0 eff.) (-25 (-10 eff.)) Dmg.mod +0%(-20%) lightning +0%(-20%) fire +0%(-20%) arcane +0%(-20%) cold Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +30% ---------- misc Talents +0(+-1) Command Staff Sharp, long, and deadly. |
[vs. Staff of Destruction (20-24 power, 4 apr, lightning element) (In main hand)]shimmering ash magestaff of warding (15-18 power, 3 apr, lightning element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0(-5.0 - -6.0) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 (-1) Crit +3.0% Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +2% (-8%) Spell.pwr +6 (+3 eff.) (-19 (-7 eff.)) Dmg.mod +15%(-5%) lightning +0%(-20%) fire +0%(-20%) arcane +0%(-20%) cold ----- def ----- Armour +5 Defense +4 (+2 eff.) ---------- misc Mana/turn +0.14 Max.mana +39.00 Wards +2 lightning Talents +1 Ward +1.00(-) Command Staff Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Dairurek'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal +2% physical Heal.mod +15% Blind- +10% Knockbk- +10% A belt that goes around your waist. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]sand rough leather gloves of magic (+2) (0 def, 6 armour) 1.0 T1 hands armor [Ego] Arcane/Nature While equipped: Stats +2 Mag +0(-4) Wil +0(-4) Cun dps ---------- Mind.pwr +0 (+0 eff.) (-2 (-1 eff.)) Melee+ 6 physical Dmg.mod +4% physical +4% arcane +0%(-5%) nature ----- def ----- Armour +6 Resists +0%(-10%) nature Poison- +0% (-20%) ---------- misc Masteries +0.00(-0.20) Wild-gift/Slime 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. |
stabilizing iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
50 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Thundergrind the iron torque of clear mind [power 1] (25 cooldown) (Tool)]miner's iron pickaxe (dig speed 29 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str dps ---------- Melee+ 0(-20) item temporal energize Melee Ret 0(-2) arcane ----- def ----- Resists +0%(-6%) lightning ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. brass lantern 'Blazestoker' (Light source)]Void Star 1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning Res.pen +0%(-5%) fire ----- def ----- Spell.save +0 (+0 eff.) (-3 (-1 eff.)) Max.HP +0.00 (-44.00) Disarm- +0% (-20%) ---------- misc Light +2 (-1) Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 24.07 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
[vs. Thundergrind the iron torque of clear mind [power 1] (25 cooldown) (Tool)]cleansing elm wand of conjuration [power 100] (15 cooldown) 2.0 T1 wand charm [Ego] Arcane While equipped: dps ---------- Melee+ 0(-20) item temporal energize Melee Ret 0(-2) arcane ----- def ----- Resists +0%(-6%) lightning Fire a magical bolt dealing 131 lightning damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BeegMagicFrog(EarthLight) the Shalore Archmage level 10
3rd Flare 122nd year of Ascendancy at 11:10 see stats
Orbituary (Nightmare (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By BeegMagicFrog(EarthLight) the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 18:33 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BeegMagicFrog(EarthLight) the Shalore Archmage level 10
3rd Flare 122nd year of Ascendancy at 11:16 see stats
Log
Worm that walks hits BeegMagicFrog(EarthLight) for (17 absorbed), 0 blight, (7 absorbed), 0 light, (21 absorbed), 0 blight (0 total damage).
Worm Rot from Worm that walks hits BeegMagicFrog(EarthLight) for (43 absorbed), 0 blight, (36 absorbed), 0 acid (0 total damage).
BeegMagicFrog(EarthLight) casts Nova.
Worm that walks resists!
BeegMagicFrog(EarthLight) hits Worm that walks for 58 lightning damage.
Worm that walks casts Epidemic.
BeegMagicFrog(EarthLight) is afflicted by an epidemic!
Your shield crumbles under the damage!
The shield around BeegMagicFrog(EarthLight) crumbles.
A carrion worm mass has spawned from worm that walks' wounds!
The diseases of worm that walks spread!
The diseases of worm that walks spread!
Ruin hits Worm that walks for 8 healing, 9 healing (0 total damage) [17 healing].
Melee retaliation hits Worm that walks for 3 arcane, 14 cold, 3 arcane, 14 cold (34 total damage).
Phantasmal Shield hits Worm that walks for 75 light damage.
Worm that walks hits BeegMagicFrog(EarthLight) for (12 absorbed), 11 blight, (5 ignored), 0 nature, 5 darkness, 19 blight, 11 blight, 6 light, 20 blight (72 total damage).
Epidemic from Worm that walks hits BeegMagicFrog(EarthLight) for 52 blight damage.
Worm Rot from Worm that walks hits BeegMagicFrog(EarthLight) for (39 ignored), 0 blight, 33 acid (33 total damage).
BeegMagicFrog(EarthLight) casts Arcane Reconstruction.
A shield forms around BeegMagicFrog(EarthLight).
BeegMagicFrog(EarthLight) receives 75 healing.
Worm that walks casts Drain.
Your shield crumbles under the damage!
The shield around BeegMagicFrog(EarthLight) crumbles.
Worm that walks hits BeegMagicFrog(EarthLight) for (41 absorbed), 147 blight (147 total damage).
BeegMagicFrog(EarthLight) the level 11 shalore archmage was debilitated by noxious blight before falling to death by a worm that walks on level 2 of Old Forest.
A carrion worm mass bursts out of BeegMagicFrog(EarthLight)!
BeegMagicFrog(EarthLight) is free from the worm rot.












































































