










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! EHP - Total Life Pool Bar 1.7.6DarkGod fixed addons upload, but the author needs to manually reset the description for this one. 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 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:
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:
Items Vault 1.7.6Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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: 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.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Drem |
Class | Sun Paladin |
Level / Exp | 20 / 71% |
Size | medium |
Lifes / Deaths | Killed by Velavea the king cobra at level 20 on the 13rd Wealth 122nd year of Ascendancy at 18:14 / 2Killed by worm that walks at level 20 on the 14th Wealth 122nd year of Ascendancy at 05:09 |
Primary Stats
Strength | 35 (base 21) |
Dexterity | 12 (base 10) |
Constitution | 33 (base 25) |
Magic | 35 (base 22) |
Willpower | 49 (base 41) |
Cunning | 16 (base 10) |
Resources
Life | -122/543 |
Positive | 65/107 |
Stamina | 264/264 |
Healing Factor | 1.6489294477288 |
Regeneration | 27.304737011721 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 71 |
Accuracy | 41 |
Crit Chance | 8% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Blight | +5% |
Physical | +15% |
Light | +22% |
All | 0% |
Offense: Damage Penetration
Cold | +15% |
Acid | +10% |
Light | +20% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 37.551211628464 (73.607947236566%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 32 |
Physical Save | 21 |
Spell Save | 33 |
Mental Save | 32 |
Defense: Resistances
Cold | + 3%( 70%) |
Lightning | + 30%( 70%) |
Light | + 70%( 70%) |
Temporal | + 9%( 70%) |
Blight | + 13%( 70%) |
Acid | + 6%( 70%) |
Fire | + 9%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Disarm Resistance | 46% |
Confusion Resistance | 52% |
Knockback Resistance | 20% |
Stun Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 67% |
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: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by poison gas trap. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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 red crystal shard. * You've found the needed bear paw. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +6% fire Spell.save +6 (+3 eff.) ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +1.0% Phys.pwr +3 (+1 eff.) Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +3 Fatigue +5% Resists +3% light ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +1 Con dps ---------- Dmg.mod +12% light Apr +3 Melee Ret 6 temporal ----- def ----- Resists +24% light Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Resists +3% acid +6% light HP.reg +2.00 Confus- +10% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) Res.pen +20% light Melee Ret 10 light ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 150% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +4 mind While equipped: dps ---------- Dmg.mod +15% physical Res.pen +15% cold Acc +20 (+7 eff.) ----- def ----- Armour +4 Defense +14 (+9 eff.) Disarm- +46% Massive two-handed mauls. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Mag +3 Wil dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 acid 4 fire 4 cold 3 lightning ----- def ----- Armour +2 Fatigue +3% Resists +10% blight 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. It was hardened by the digestive sack. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% acid ----- def ----- Armour +11 Fatigue +22% Mind.save +3 (+2 eff.) Max.HP +25.00 HP.reg +7.00 Heal.mod +33% Stun/Frz- +20% Knockbk- +20% A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Dex +1 Mag +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 138 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 126 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil +3 Con ----- def ----- Resists +9% lightning Mind.save +9 (+5 eff.) ---------- misc Max.hate +8.00 Amulets make your neck look great! |
![]() 3.0 T1 longsword 1H weapon [Rare] Nature Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +16 nature While equipped: Stats +7 Con +7 Wil dps ---------- Dmg.mod +6% nature +9% cold Melee Ret 10 cold On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +3% nature Max.HP +28.00 Sharp, long, and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness While equipped: Stats +2 Str +4 Mag +1 Wil +2 Cun +4 Con dps ---------- Dmg.mod +7% physical Acc +9 (+3 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.04 Sharp, short and deadly. |
![]() 9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +11 Fatigue +22% Resists +7% acid +6% cold Mind.save +13 (+7 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +6% Res.pen +5% mind ----- def ----- Resists +6% mind +3% cold Die.at -40.00 life A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil +5 Mag dps ---------- Phys.pwr +3 (+1 eff.) S.pwr/crit +8 ----- def ----- Spell.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 190 physical damage Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) Apr +2 ----- def ----- Resists +9% blight +3% temporal Mind.save +15 (+8 eff.) Disease- +10% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 190 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Dangle the Drem Sun Paladin level 20
45th Profit 122nd year of Ascendancy at 06:25 see stats
By Dangle the Drem Sun Paladin level 20
45th Profit 122nd year of Ascendancy at 05:05 see stats
By Dangle the Drem Sun Paladin level 10
25th Voratun 122nd year of Ascendancy at 23:18 see stats
By Dangle the Drem Sun Paladin level 20
45th Profit 122nd year of Ascendancy at 02:13 see stats
By Dangle the Drem Sun Paladin level 8
22nd Voratun 122nd year of Ascendancy at 11:38 see stats
By Dangle the Drem Sun Paladin level 13
4th Profit 122nd year of Ascendancy at 19:21 see stats
By Dangle the Drem Sun Paladin level 16
21st Profit 122nd year of Ascendancy at 15:23 see stats
By Dangle the Drem Sun Paladin level 20
13rd Wealth 122nd year of Ascendancy at 18:15 see stats
Log
Worm that walks HEALS from blight damage!
Worm that walks hits Dangle for 191 blight, 5 blight, 9 temporal, 20 blight, 69 lightning, 4 blight, 9 temporal, 20 blight (328 total damage).
Ruin hits Worm that walks for 9 healing, 9 healing (0 total damage) [18 healing].
Melee retaliation hits Worm that walks for 4 temporal, 12 light, 0 blight, 6 healing, 4 temporal, 12 light, 0 blight, 6 healing (31 total damage) [11 healing].
Dangle hits Worm that walks for 0 blight, 17 healing, 0 blight, 1 temporal, 0 blight, 2 healing, 10 lightning, 0 blight, 1 temporal, 0 blight, 2 healing (12 total damage) [21 healing].
Dangle casts Rune: Shielding.
A shield forms around Dangle.
Dangle casts Healing Light.
Your shield crumbles under the damage!
The shield around Dangle crumbles.
Dangle has finished recovering.
Worm that walks damages himself through Martyrdom!
Epidemic from Worm that walks hits Dangle for (54 absorbed), 0 blight (0 total damage).
Worm Rot from Worm that walks hits Dangle for (40 absorbed), 0 blight, (6 absorbed), 30 acid (30 total damage).
Searing Sight hits Worm that walks for 10 light damage.
Dangle hits Worm that walks for 0 acid damage.
Dangle receives 179 healing.
Black Blood Bleeding from Dangle hits Worm that walks for 16 darkness damage.
Worm that walks casts Acid Strike.
The diseases of worm that walks spread!
Worm that walks damages himself through Martyrdom!
Worm that walks HEALS from blight damage!
Worm that walks hits Dangle for 10 acid, 8 temporal, 17 blight, 58 lightning, 7 acid, 8 temporal, 17 blight, 81 acid, 5 blight (210 total damage).
Ruin hits Worm that walks for 7 healing, 8 healing (0 total damage) [15 healing].
Melee retaliation hits Worm that walks for 4 temporal, 12 light, 0 blight, 6 healing, 4 temporal, 12 light, 0 blight, 6 healing, 4 temporal, 12 light, 0 blight, 6 healing, 4 temporal, 12 light, 0 blight, 6 healing (62 total damage) [23 healing].
Dangle hits Worm that walks for 0 acid, 1 temporal, 0 blight, 2 healing, 8 lightning, 0 acid, 1 temporal, 0 blight, 2 healing, 1 acid, 0 blight (12 total damage) [3 healing].
Dangle the level 20 drem sun paladin was fouled to death by a worm that walks on level 2 of Old Forest.
A carrion worm mass bursts out of Dangle!
Dangle is free from the worm rot.