











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 16 / 66% |
Size | medium |
Lifes / Deaths | Killed by Elumitta the venom drake hatchling at level 16 on the 14th Dusk 122nd year of Ascendancy at 08:00 / 2Killed by Elumitta the venom drake hatchling at level 16 on the 14th Dusk 122nd year of Ascendancy at 09:50 |
Primary Stats
Strength | 46 (base 36) |
Dexterity | 18 (base 10) |
Constitution | 17 (base 10) |
Magic | 33 (base 30) |
Willpower | 10 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | -200/460 |
Positive | 65/95 |
Stamina | 149/156 |
Healing Factor | 1.062941519274 |
Regeneration | 0.26573537981849 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 12 |
Offense: Mainhand
Damage | 61 |
Accuracy | 41 |
Crit Chance | 21% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 26 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Cold | +4% |
Darkness | +9% |
Light | +15% |
All | 0% |
Offense: Damage Penetration
Light | +30% |
Physical | +7% |
Defense: Base
Armour (hardiness) | 25 (35.65183292883%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 7 |
Physical Save | 35 |
Spell Save | 20 |
Mental Save | 15 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 6%( 70%) |
All | 0%( 70%) |
Light | + 24%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 5%( 70%) |
Cold | + 21%( 70%) |
Fire | + 13%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Knockback Resistance | 20% |
Confusion Resistance | 24% |
Stun Resistance | 20% |
Pinning Resistance | 29% |
Poison Resistance | 30% |
Blind Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 292 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% 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 Strength stat. |
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 195 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 39 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. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 141.86 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 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 lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | 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 within6 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +5 Fatigue -3% Resistance +6% mind Physical save +6 (+3 eff.) Unlife -20.00 life Life +20.00 Stun Resist +20% other ------- Encumbrance +21 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 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mind Crit +3% defense ------ Defense +5 (+2 eff.) Resistance +5% arcane +3% blight Physical save +3 (+1 eff.) Life +41.00 Poison Resist +10% other ------- 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. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +2 Str offense ------ Physical Crit +1.0% Critical power +5.00% Ignore Armor +2 defense ------ Armor +3 Fatigue +5% Resistance +3% fire Physical save +11 (+5 eff.) other ------- See Invisibility +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 cold Damage +9% darkness +4% cold defense ------ Armor +5 Defense +15 (+5 eff.) Resistance +6% cold 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 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +12% light defense ------ Resistance +24% light Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Mind save +7 (+6 eff.) Confus Resist +24% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Con defense ------ Resistance +6% acid +13% temporal +3% blight +6% nature +5% physical Pinning Resist +29% Knockbk Resist +20% other ------- Stamina/turn +0.40 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Master Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Critical: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Physical Power +5 (+2 eff.) Ignore resists +7% physical Accuracy +7 (+2 eff.) Ignore Armor +6 defense ------ Resistance +3% blight Blind Resist +10% Poison Resist +20% Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Cun +3 Con offense ------ Ignore resists +20% light defense ------ Defense +10 (+3 eff.) Stealth +5 other ------- Max mana +20.00 Light +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: offense ------ Accuracy +17 (+6 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -4% Life +44.00 other ------- Max stamina +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Dex offense ------ Damage +3% light Ignore resists +10% light On-Hit (Melee): * 20% chance to reduce all saves and defense by 8 defense ------ Armor +4 Defense +9 (+3 eff.) Fatigue +7% Resistance +16% acid Physical save +8 (+4 eff.) Life +28.00 A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 light Damage Against +5% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage While equipped: offense ------ Damage +6% blight +9% fire Ignore resists +10% blight defense ------ Resistance +3% blight One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Nature While equipped: Stats +3 Str +3 Con offense ------ Physical Power +6 (+2 eff.) defense ------ Physical save +7 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +6 Mag +2 Wil offense ------ Damage +3% arcane defense ------ Defense +1 (+0 eff.) Resistance +6% nature Spell save +6 (+3 eff.) Mind save +3 (+3 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+3 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +3 Cun offense ------ Spell Crit +7% Spellpower +6 (+3 eff.) Damage +14% lightning +13% cold +15% light +12% darkness defense ------ Defense +5 (+2 eff.) Resistance +24% lightning +19% cold +9% all Spell save +12 (+6 eff.) Cut Resist +10% Confus Resist +20% Teleport Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +1 Physical save +5 (+2 eff.) Mind save +5 (+5 eff.) Disarm Resist +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. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% physical defense ------ Defense +1 (+0 eff.) Resistance +7% lightning +10% physical +5% temporal A pointy cloth hat, very wizardly... |
![]() 9.0 Encumbrance T2 light armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Damage +6% blight +9% cold Ignore resists +10% cold defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +16% acid +6% physical +3% blight +3% cold Physical save +12 (+5 eff.) Mind save +13 (+9 eff.) A suit of armour made of leather. |
![]() 7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 12.0 - 14.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On-hit +20 acid While equipped: offense ------ Damage +3% acid Ignore resists +10% lightning On shield block: * Cause enemies within radius 6 to bleed for 193 physical damage over 5 turns (1/turn) defense ------ Armor +4 Fatigue +8% Resistance +12% acid +8% fire +6% lightning +23% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance 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 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Str offense ------ Ignore Armor +6 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Alya Fallen angel the Cornac Sun Paladin level 13
1st Dusk 122nd year of Ascendancy at 19:37 see stats
By Alya Fallen angel the Cornac Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 23:18 see stats
By Alya Fallen angel the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 14:41 see stats
By Alya Fallen angel the Cornac Sun Paladin level 13
10th Mirth 122nd year of Ascendancy at 09:00 see stats
By Alya Fallen angel the Cornac Sun Paladin level 13
2nd Summertide 122nd year of Ascendancy at 00:38 see stats
By Alya Fallen angel the Cornac Sun Paladin level 16
14th Dusk 122nd year of Ascendancy at 08:00 see stats
Log
Alya Fallen angel casts Healing Light.
Alya Fallen angel receives 120 healing.
Alya Fallen angel starts to bleed.
Emirin the hornet swarm misses Alya Fallen angel.
Alya Fallen angel stops being poisoned.
Alya Fallen angel rearms.
Alya Fallen angel overcomes the gloom.
Poison from Emirin the hornet swarm hits Alya Fallen angel for 46 nature damage.
Bleeding from Emirin the hornet swarm hits Alya Fallen angel for 4 physical damage.
Emirin the hornet swarm hits Alya Fallen angel for 44 physical, 9 cold (53 total damage).
Melee retaliation hits Emirin the hornet swarm for 9 light damage.
Venom drake hatchling is free from the ice.
Shadow is disarmed!
Venom drake hatchling is disarmed!
Emirin the hornet swarm hits Alya Fallen angel for 30 physical, 9 cold, 18 physical, 9 cold (65 total damage).
Melee retaliation hits Emirin the hornet swarm for 7 light, 7 light (15 total damage).
Alya Fallen angel casts Barrier.
A shield forms around Alya Fallen angel.
Alya Fallen angel is no longer seared.
Emirin the hornet swarm hits Alya Fallen angel for (32 absorbed), 0 physical, (9 absorbed), 0 cold, (19 absorbed), 0 physical, (9 absorbed), 0 cold (0 total damage).
Bleeding from Emirin the hornet swarm hits Alya Fallen angel for (8 absorbed), 0 physical (0 total damage).
Melee retaliation hits Emirin the hornet swarm for 7 light, 7 light (15 total damage).
Shadow casts Phase Door.
Venom drake hatchling is pinned to the ground.
Elumitta the venom drake hatchling uses Willful Strike.
Your shield crumbles under the damage!
The shield around Alya Fallen angel crumbles.
Elumitta the venom drake hatchling hits Alya Fallen angel for (68 absorbed), 72 physical (72 total damage).
Alya Fallen angel the level 16 cornac sun paladin was impaled to death by Elumitta the venom drake hatchling on level 2 of Norgos Lair.