







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Daeron Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, all spells, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING! Items Vault 1.7.6Donators/Buyers bonus! Divine Class 1.7.6Adds divine class. Very OP. Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Living Eyal 1.7.6Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. And lasty placing all extra cities on map. Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Mob Packs have Rares 1.7.0Allows mobs that spawn with an entourage (such as Bandit Lords) for their entourage to be rares or randbosses. !!WARNING!! increases difficulty swing massively, especially early on. Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Halfmoon |
Class | Spellweaver (Grand Elementalist) |
Level / Exp | 17 / 1% |
Size | big |
Lifes / Deaths | Killed by Xeronor the rogue at level 14 on the 2nd Summertide 122nd year of Ascendancy at 18:34 / 2Killed by Layiba the giant acid ant at level 17 on the 8th Flare 122nd year of Ascendancy at 09:31 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 40 (base 32) |
Constitution | 30 (base 11) |
Magic | 50 (base 44) |
Willpower | 53 (base 44) |
Cunning | 16 (base 13) |
Resources
Life | -94/415 |
Mana | 307/449 |
Healing Factor | 1.2592147729953 |
Regeneration | 1.5740184662442 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 7 |
See Stealth | 6 |
See Invisible | 5 |
Offense: Mainhand
Damage | 23 |
Accuracy | 37 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +22% |
Light | +41% |
Darkness | +37% |
All | +10% |
Mind | +31% |
Nature | +15% |
Offense: Damage Penetration
Cold | +50% |
Darkness | +42% |
Fire | +5% |
Light | +52% |
Defense: Base
Armour (hardiness) | 3 (72.28143328797%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 45 |
Mental Save | 22 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 37%( 70%) |
All | + 18%( 70%) |
Lightning | + 40%( 70%) |
Light | + 20%( 70%) |
Temporal | + 23%( 70%) |
Darkness | + 37%( 70%) |
Fire | + 40%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Teleport Resistance | 20% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 2.5 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: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (793 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spellweaving / Ruin | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spellweaving / Eclipse | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spellweaving / Elementalist | 1.30 |
| 2/15 |
| 0/3 |
| 0/3 |
| 0/3 |
| 0/3 |
| 2/3 |
Spellweaving / Wind and rain | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spellweaving / Spellweaving mastery | 1.30 |
| 3/3 |
| 3/3 |
| 0/3 |
| 0/3 |
Spellweaving / Molten | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spellweaving / Otherworldly | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spellweaving / Spellweaver | 1.30 |
| 3/3 |
| 3/3 |
| 3/3 |
| 3/3 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spellweaving / Shieldweaving | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfmoon Werewolf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spellweaving / Warpweaving | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by dozing fox. Escort: lost warrior (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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 |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce armor by 33% * 20 arcane resource burn * 10% chance to slow global speed by 47% Damage when hit (Melee): 2 acid Changes resistances: +5% arcane / +9% cold Life regen: +1.00 Healing mod.: +10% A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +7 Wil Changes resistances: +12% cold / +12% fire / +9% nature / +5% arcane Changes damage: +6% mind Psi when hit: +0.08 Light radius: +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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +18% lightning / +6% temporal / +6% blight Changes resistances penetration: +20% cold Changes damage: +12% lightning Spell save: +18 (+6 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +3% light / +15% fire / +3% cold / +5% arcane / +6% acid Changes resistances penetration: +5% fire It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 21 Damage when hit (Melee): 8 cold Changes stats: +6 Str / +6 Con Changes resistances: +18% blight Changes resistances penetration: +5% cold Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Damage when hit (Melee): 4 cold Changes stats: +5 Str / +4 Dex / +4 Con Changes resistances penetration: +25% cold Changes damage: +12% light Physical save: +9 (+4 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +10% light Changes damage: +15% mind / +3% light / +10% all Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Damage (Melee): 7 nature Changes stats: +2 Cun Changes resistances: +7% darkness / +6% nature Changes damage: +5% nature Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 4.2 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 7 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% darkness / +9% all Changes damage: +11% darkness Spell save: +16 (+5 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 10 darkness Changes stats: +1 Str / +3 Dex / +4 Con Talent mastery: +0.30 Technique / Combat training Spell save: +5 (+2 eff.) Disease immunity: +20% Pinning immunity: +20% Teleport immunity: +20% Stamina each turn: +0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +7 Lck / +3 Mag Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
Inventory
![]() biting gale rune of the wizard (damage 180; dur 4; cd 23) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 180.40 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shatter afflictions rune (absorb 40; cd 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 40 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Borudusin the iron shield (0 def, 2 armour, 18 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+3 eff.) Armour: +2 Fatigue: +8% Damage when hit (Melee): 6 mind Changes resistances: +6% acid Changes resistances penetration: +15% mind Changes damage: +9% mind Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Str / +2 Wil Changes resistances: +9% light Changes resistances penetration: +15% arcane Changes damage: +7% mind / +6% fire Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +9% lightning / +3% blight Physical save: +6 (+3 eff.) Light radius: +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Horace the Halfmoon Spellweaver level 10
5th Mirth 122nd year of Ascendancy at 07:10 see stats
By Horace the Halfmoon Spellweaver level 12
7th Mirth 122nd year of Ascendancy at 05:25 see stats
By Horace the Halfmoon Spellweaver level 14
2nd Summertide 122nd year of Ascendancy at 18:34 see stats
Log
Endless Woes hits Layiba the giant acid ant for 85 darkness damage.
Layiba the giant acid ant hits Horace for (50 absorbed), (173 absorbed), 0 physical, (17 absorbed), 0 arcane, (4 absorbed), 0 acid (0 total damage).
Talent Dig is ready to use.
Horace is confused and fails to use Blink.
Layiba the giant acid ant envelops Horace with acid.
Horace is not dazed anymore.
Horace's Spellwoven shield fades away.
Horace is dazed!
Spellwoven Shield hits Layiba the giant acid ant for 50 darkness damage.
Melee retaliation hits Layiba the giant acid ant for 2 acid, 14 darkness, 13 cold (30 total damage).
Layiba the giant acid ant hits Horace for (46 absorbed), 159 acid, 16 arcane, 4 acid (179 total damage).
Horace is no longer surging arcane power.
Horace casts Lunar Light.
A shield forms around Horace.
Layiba the giant acid ant spits acid!
Horace is not dazed anymore.
Horace HEALS from acid damage!
Layiba the giant acid ant hits Horace for (52 absorbed), 0 acid, 16 healing (0 total damage) [16 healing].
Horace is confused and fails to use Rune: Mirror Image.
Layiba the giant acid ant envelops Horace with acid.
Layiba the giant acid ant performs a melee critical strike against Horace!
Your shield crumbles under the damage!
The shield around Horace crumbles.
Layiba the giant acid ant's blood frenzy intensifies!
Melee retaliation hits Layiba the giant acid ant for 2 acid, 12 darkness, 11 cold (25 total damage).
Layiba the giant acid ant hits Horace for (123 absorbed), 170 acid (170 total damage).
Horace the level 17 halfmoon spellweaver was corroded to death by Layiba the giant acid ant on level 2 of Old Forest.