











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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 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:
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: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 19 / 35% |
Size | medium |
Lifes / Deaths | Killed by Wrathroot at level 11 on the 2nd Flare 122nd year of Ascendancy at 09:10 0 / 6Killed by Salem at level 12 on the 3rd Flare 122nd year of Ascendancy at 01:57 Killed by Yvalaith the slaver at level 17 on the 37th Haze 122nd year of Ascendancy at 19:07 Killed by skeleton master archer at level 19 on the 47th Haze 122nd year of Ascendancy at 20:14 Killed by Emeba the skeleton warrior at level 19 on the 48th Haze 122nd year of Ascendancy at 04:37 Killed by skeleton archer at level 19 on the 48th Haze 122nd year of Ascendancy at 04:56 |
Antimagic | Follower |
Primary Stats
Strength | 53 (base 46) |
Dexterity | 17 (base 12) |
Constitution | 41 (base 33) |
Magic | 10 (base 10) |
Willpower | 20 (base 10) |
Cunning | 12 (base 12) |
Resources
Life | -3/699 |
Stamina | 155/179 |
Healing Factor | 1.2281403954778 |
Regeneration | 0.30703509886944 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 22.703251193202 |
See Invisible | 22.703251193202 |
Offense: Mainhand
Damage | 76 |
Accuracy | 56 |
Crit Chance | 9% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Lightning | +9% |
Cold | +18% |
Physical | +16% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Acid | +5% |
Arcane | +10% |
Cold | +30% |
Fire | +5% |
Defense: Base
Armour (hardiness) | 60.723073231957 (96.438666929426%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 41 |
Physical Save | 53 |
Spell Save | 30 |
Mental Save | 25 |
Defense: Resistances
Acid | + 13%( 73%) |
Blight | + 16%( 73%) |
Cold | + 37%( 73%) |
All | + 7%( 73%) |
Darkness | + 31%( 73%) |
Light | + 10%( 73%) |
Mind | + 18%( 73%) |
Fire | + 26%( 73%) |
Nature | + 26%( 73%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 20% |
Disarm Resistance | 20% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 44% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 457% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Superiority | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by war hound. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | 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 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 |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * '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.' * You've found the needed skeleton mage skull. * You've found the needed giant spider spinneret. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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 |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% light +9% cold Phys.save +9 (+3 eff.) Blind- +24% Confus- +10% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +7 See.Stealth +7 See.Invis +7 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. 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. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Spell.crit +4% Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +2 Resists +12% mind Phys.save +7 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +20% 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 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% cold Res.pen +5% acid +5% cold Melee Ret 2 acid ----- def ----- Resists +6% acid Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Spell.crit +1% Dmg.mod +10% fire Res.pen +10% arcane ----- def ----- Resists +20% fire ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +6% physical Melee Ret 6 blight ----- def ----- Armour +4 Defense +15 (+7 eff.) Resists +9% blight Res.Cap +3% all Phys.save +7 (+2 eff.) Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 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 +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Resists +6% darkness Max.HP +31.00 Blind- +20% Confus- +10% A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 21.0 - 29.4 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Acc +20 (+5 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 11% ----- def ----- Armour +6 Defense +6 (+3 eff.) Max.HP +32.00 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 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% lightning +25% cold +5% fire ----- def ----- Armour +12 Fatigue +17% Resists +3% cold Phys.save +7 (+2 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+11 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Arcane While equipped: Stats +1 Str +3 Con dps ---------- Dmg.mod +9% physical Res.pen +25% cold ----- def ----- Armour +9 Defense +15 (+7 eff.) Fatigue +22% Resists +5% arcane Spell.save +14 (+7 eff.) A suit of armour made of metal plates. |
![]() 1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +7% acid 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Dex +5 Mag +3 Wil +3 Cun dps ---------- Spell.pwr +7 (+7 eff.) Melee+ 6 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Phys.save +5 (+1 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +20.00 ---------- misc Max.stam +15.00 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 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Salem the Cornac Bulwark level 18
43rd Haze 122nd year of Ascendancy at 09:59 see stats
By Salem the Cornac Bulwark level 18
46th Haze 122nd year of Ascendancy at 06:11 see stats
By Salem the Cornac Bulwark level 10
3rd Summertide 122nd year of Ascendancy at 09:46 see stats
By Salem the Cornac Bulwark level 7
2nd Mirth 122nd year of Ascendancy at 20:27 see stats
By Salem the Cornac Bulwark level 17
39th Haze 122nd year of Ascendancy at 04:00 see stats
By Salem the Cornac Bulwark level 9
9th Mirth 122nd year of Ascendancy at 17:25 see stats
By Salem the Cornac Bulwark level 17
33rd Haze 122nd year of Ascendancy at 03:02 see stats
Log
Salem receives 209 healing.
Salem's Inner Demon uses Juggernaut.
Salem's Inner Demon hardens its skin.
Salem's Inner Demon uses Adrenaline Surge.
Salem's Inner Demon feels a surge of adrenaline.
Belildakira the skeleton warrior shoots!
Skeleton archer shoots!
Emeba the skeleton warrior uses Assault.
Emeba the skeleton warrior performs a melee critical strike against Salem!
Emeba the skeleton warrior performs a melee critical strike against Salem!
Salem's Inner Demon uses Infusion: Wild.
Salem's Inner Demon lessens the pain.
Emeba the skeleton warrior hits Salem for 3 physical, 153 physical, 5 nature, 138 physical, 5 nature (305 total damage).
Melee retaliation hits Emeba the skeleton warrior for (2 blocked), 0 acid, (5 blocked), 0 blight, (2 blocked), 0 acid, (5 blocked), 0 blight, (2 blocked), 0 acid, (5 blocked), 0 blight (0 total damage).
Salem's Inner Demon activates Onslaught.
Salem's Inner Demon uses Block.
Skeleton archer's Shoot hits Salem for 2 physical, 6 light (8 total damage).
Belildakira the skeleton warrior hits Salem for 1 mind, 6 temporal (7 total damage).
Belildakira the skeleton warrior's Shoot hits Salem for 20 physical, 7 temporal, 3 cold (30 total damage).
Melee retaliation hits Belildakira the skeleton warrior for 2 acid, 4 blight (6 total damage).
Salem hits Emeba the skeleton warrior for (88 blocked), 0 physical (0 total damage).
Belildakira the skeleton warrior uses Psyshot.
Skeleton archer shoots!
Emeba the skeleton warrior casts Demon Seed.
Salem resists the effect 'Dazed'!
Emeba the skeleton warrior hits Salem for 32 blight, 5 nature, 4 physical (41 total damage).
Melee retaliation hits Emeba the skeleton warrior for 2 acid, 5 blight, 2 acid, 5 blight (15 total damage).
Skeleton archer's Shoot hits Salem for 2 physical, 6 light (8 total damage).
Salem the level 19 cornac bulwark was purified to death by a skeleton archer on level 4 of Ruined halfling complex.