










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Semi-Roguelike (mild) |
Sex | Female |
Race | Halfling |
Class | Anorithil |
Level / Exp | 17 / 63% |
Size | medium |
Lifes / Deaths | Killed by Isledhelaith the snow giant chieftain at level 17 on the 55th Haze 122nd year of Ascendancy at 06:12 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 21 (base 10) |
Constitution | 21 (base 10) |
Magic | 70 (base 44) |
Willpower | 14 (base 10) |
Cunning | 51 (base 36) |
Resources
Life | -62/479 |
Positive | 88/88 |
Negative | 8/68 |
Healing Factor | 1.214804467222 |
Regeneration | 2.1259078176385 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 8.3269863012715 |
See Invisible | 11.326986301272 |
Offense: Mainhand
Damage | 29 |
Accuracy | 26 |
Crit Chance | 19% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Physical | +6% |
Nature | +7% |
Arcane | +3% |
Darkness | +54% |
All | 0% |
Offense: Damage Penetration
Arcane | +5% |
Darkness | +10% |
Mind | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 43 |
Mental Save | 35 |
Defense: Resistances
Mind | + 17%( 70%) |
Darkness | + 19%( 70%) |
Light | + 18%( 70%) |
Temporal | + 17%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 14%( 70%) |
Fire | + 20%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 22% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 27% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 5 light, 3 blight, 4 nature, 5 darkness |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 74 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
talent | Hymn of Detection |
talent | Corona |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 20. Militant Mind |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Physical power reduced by 18 Slowed by 0% Damage per turn 59 |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 4 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by snow giant thunderer. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic 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 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 Horned Horror. * 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 |
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. | 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 focus. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed black mamba head. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +5 Cun +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +1 Resists +5% arcane +12% fire Stun/Frz- +20% Teleport- +10% ---------- misc Size +1 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +1 Mag +2 Con ----- def ----- Resists +9% temporal Max.HP +46.00 ---------- misc Light +6 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 | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Cun +6 Mag dps ---------- Res.pen +5% nature ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +6% lightning +3% arcane Res.pen +5% arcane +15% mind ----- def ----- Resists +9% mind Create a radius 3 storm for 5 turns. Each turn, creatures within take 21 lightning damage and will be dazed for 1 turn (109 total damage) Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +4 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +6 Mana/turn +0.10 Max.mana +22.00 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +8 (+2 eff.) Dmg.mod +17% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex +2 Wil dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +15% darkness Res.pen +10% darkness Phasing +20% Acc +13 (+7 eff.) ----- def ----- Armour +2 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. |
Main armor | ![]() 2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +5% blight +9% all Max.HP +42.00 HP.reg +1.50 Heal.mod +12% Poison- +27% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Wil +1 Mag ----- def ----- Defense +1 (+1 eff.) 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] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +10% light +11% darkness Blind- +20% Amulets make your neck look great! |
Inventory
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +2% Mind.pwr +31 (+11 eff.) Dmg.mod +10% light Res.pen +5% mind ----- def ----- Resists +20% light Blind- +24% ---------- misc Infravis +3 See.Stealth +8 See.Invis +6 Rings make your fingers look great! |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Nature Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +6 Mag +7 Wil +9 Cun +6 Con Massive two-handed swords. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Random Unique] Arcane/Master Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 light Against +7% Undead While equipped: dps ---------- Mind.crit +1% Mind.pwr +15 (+6 eff.) Res.pen +7% all Acc +13 (+7 eff.) Apr +8 ---------- misc Vim/s.crit +1.00 Max.hate +2.00 Blunt and deadly. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+7 eff.) Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Grave +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor Reqs Str 14 [Ego+] Arcane/Nature/Master While equipped: Stats +3 Str +4 Dex +5 Mag +4 Wil +3 Cun ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +7% Max.HP +36.00 HP.reg +2.90 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master/Psionic While equipped: ----- def ----- Armour +15 Defense +3 (+2 eff.) Fatigue +12% Resists +7% mind Mind.save +12 (+5 eff.) A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +12% mind Res.pen +10% mind Melee Ret 10 cold ----- def ----- Defense +9 (+5 eff.) Stealth +6 ---------- misc Max.hate +6.00 A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% ----- def ----- Armour +1 Defense +15 (+8 eff.) Resists +6% lightning +6% temporal Phys.save +3 (+2 eff.) ---------- misc Max.hate +2.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego++] Arcane/Psionic While equipped: Stats +1 Cun dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) Acc +5 (+3 eff.) ----- def ----- Armour +1 Resists +6% darkness ---------- misc Mana/turn +0.10 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 7 mind Dmg.mod +3% arcane +4% mind ----- def ----- Armour +2 Resists +6% mind 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 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: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 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. |
![]() 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. |
![]() 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.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +3 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 11, power 74 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Sk the Halfling Anorithil level 16
41st Haze 122nd year of Ascendancy at 16:20 see stats
By Sk the Halfling Anorithil level 16
36th Haze 122nd year of Ascendancy at 22:19 see stats
By Sk the Halfling Anorithil level 10
69th Dusk 122nd year of Ascendancy at 12:14 see stats
By Sk the Halfling Anorithil level 9
68th Dusk 122nd year of Ascendancy at 06:25 see stats
By Sk the Halfling Anorithil level 6
78th Pyre 122nd year of Ascendancy at 22:55 see stats
By Sk the Halfling Anorithil level 16
43rd Haze 122nd year of Ascendancy at 11:52 see stats
By Sk the Halfling Anorithil level 13
21st Haze 122nd year of Ascendancy at 11:19 see stats
By Sk the Halfling Anorithil level 16
42nd Haze 122nd year of Ascendancy at 07:11 see stats
Log
Sk hits Something for 86 darkness damage.
Sk hits Snow giant boulder thrower for 86 darkness damage.
Isledhelaith the snow giant chieftain uses Clinch.
Sk is grappled!
Isledhelaith the snow giant chieftain is engaged in a grapple!
Isledhelaith the snow giant chieftain hits Sk for 49 fire, 46 physical, 10 fire, 5 darkness, 14 cold (123 total damage).
Grappling hits Sk for 4 physical damage.
Melee retaliation hits Isledhelaith the snow giant chieftain for (14 flat reduction), 13 darkness (13 total damage).
Sk's light area effect hits Isledhelaith the snow giant chieftain for (14 flat reduction), 20 light (20 total damage).
Sk's darkness area effect hits Snow giant for 36 darkness damage.
Sk's darkness area effect hits Snow giant thunderer for 36 darkness damage.
Sk's darkness area effect hits Snow giant boulder thrower for 36 darkness damage.
Sk stops burning.
Grappled from Isledhelaith the snow giant chieftain hits Sk for 53 physical damage.
Isledhelaith the snow giant chieftain uses Stun.
Sk evades Isledhelaith the snow giant chieftain.
You are unable to move!
You are unable to move!
Sk's darkness area effect hits Snow giant for 36 darkness damage.
Sk's darkness area effect hits Snow giant thunderer for 36 darkness damage.
Sk's darkness area effect hits Snow giant boulder thrower for 36 darkness damage.
Snow giant thunderer casts Lightning.
Snow giant thunderer hits Isledhelaith the snow giant chieftain for (14 flat reduction), 120 lightning (120 total damage).
Snow giant thunderer hits Sk for 123 lightning damage.
Grappling hits Sk for 23 physical damage.
Snow giant casts Mind Disruption.
Sk resists!
Isledhelaith the snow giant chieftain throws two quick punches.
Isledhelaith the snow giant chieftain performs a melee critical strike against Sk!