











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.0Official 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 1.7.0Official 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 | Male |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 18 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Islodhemira the skeleton mage at level 18 on the 9th Haze 122nd year of Ascendancy at 12:51 / 1 |
Primary Stats
| Strength | 54 (base 45) |
| Dexterity | 15 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 53 (base 41) |
| Willpower | 24 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -235/474 |
| Positive | 34/101 |
| Stamina | 147/186 |
| Healing Factor | 1.1660311219418 |
| Regeneration | 8.1039162974952 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 5 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 46 |
| Crit Chance | 15% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +21% |
| Physical | +7% |
| Blight | +12% |
| Arcane | +3% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Acid | +25% |
| Light | +10% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 40.413408721348 (65.897138898113%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 31 |
| Physical Save | 32 |
| Spell Save | 28 |
| Mental Save | 26 |
Defense: Resistances
| Physical | + 10%( 70%) |
| Acid | + 6%( 70%) |
| Light | + 40%( 70%) |
| Lightning | 0%( 70%) |
| Cold | + 36%( 70%) |
| Arcane | + 10%( 70%) |
| Fire | + 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Confusion Resistance | 21% |
| Teleport Resistance | 20% |
| Disarm Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 82% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 245 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 448% 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 Cunning stat. |
Class Talents
| Technique / Combat veteran | 1.15 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 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 |
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 successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
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 gained knowledge of tinker technology. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * 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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed snow giant kidney. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed skeleton mage skull. | 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 |
Equipment
| On feet | Noonbile the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +3 Wil +3 Cun +1 Con dps ---------- Dmg.mod +21% light Res.pen +5% light ----- def ----- Armour +3 Fatigue +2% Resists +3% fire Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Poluda the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +1 Wil ----- def ----- Resists +6% acid Die.at -80.00 life Max.HP +46.00 ---------- misc Light +5 See.Invis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Blindpain' (10 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Armour +5 Defense +10 (+5 eff.) Fatigue +5% Resists +3% fire Teleport- +20% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Hazepride' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +3 Mag +4 Wil dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 6 arcane Dmg.mod +3% arcane +12% blight Acc +16 (+5 eff.) ----- def ----- Armour +2 Resists +3% arcane +6% cold Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +23% 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 | Salyrin the Unlightgasher [power 2] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 13% ---------- misc Light +1 See.Invis +9 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 15% for 2 turns. 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Relgihell0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Wil +1 Mag dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | rogue's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Mind.save +5 (+3 eff.) Confus- +21% Rings make your fingers look great! |
| Around neck | Faleromidor0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Con dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +4 Resists +7% physical Phys.save +9 (+4 eff.) ---------- misc Stam/turn +0.30 Masteries +0.15 Technique/Combat veteran Amulets make your neck look great! |
| In main hand | steel longsword 'Chargewing' (16-23 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +4 lightning On Crit.r2 +8 lightning On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Str dps ---------- Phys.crit +7.0% Dmg.mod +7% physical Res.pen +5% all Acc +11 (+3 eff.) Apr +6 Melee Ret 4 lightning Sharp, long, and deadly. |
| Around waist | rough leather belt 'Delydusta'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +1 Str ----- def ----- Resists +3% physical Mind.save +3 (+2 eff.) HP.reg +4.70 Heal.mod +12% A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc 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 | linen cloak 'Ce'Nutira' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +2 Mag +2 Wil +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +20% acid ----- def ----- Defense +1 (+0 eff.) Die.at -40.00 life ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel mail armour of cold resistance (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
Inventory
healing infusion of the wizard (heal 161; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +23.00 Disarm- +24% Pinning- +23% Knockbk- +22% Rings make your fingers look great! |
wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +23% Rings make your fingers look great! |
4 agate0.0 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. |
186 alchemist agate0.0 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. |
2 aquamarine0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
brass lantern 'Barydefang'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +1% ----- def ----- Armour +6 Defense +15 (+7 eff.) Resists +5% arcane +1% physical Phys.save +6 (+3 eff.) Heal.mod +12% ---------- misc 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 312/400 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. |
Transmogrification Chest2.0 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. |
evasive steel torque of psionic shield [power 45] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst0.0 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 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. |
5 citrine0.0 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sunpa the Higher Sun Paladin level 10
10th Flare 122nd year of Ascendancy at 13:13 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Sunpa the Higher Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 04:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sunpa the Higher Sun Paladin level 8
3rd Mirth 122nd year of Ascendancy at 12:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sunpa the Higher Sun Paladin level 8
7th Flare 122nd year of Ascendancy at 13:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sunpa the Higher Sun Paladin level 15
21st Dusk 122nd year of Ascendancy at 06:55 see stats
Log
Islodhemira the skeleton mage's prismatic repulsion area effect hits Armoured skeleton warrior for 6 light, 6 darkness (11 total damage).
Islodhemira the skeleton mage's prismatic repulsion area effect hits Sunpa for 5 light, 3 healing, 9 darkness (15 total damage) [3 healing].
Sunpa receives 21 healing from Sunpa's healing light area effect.
Sunpa hits Islodhemira the skeleton mage for 14 blight, 0 light, 0 darkness (15 total damage).
Armoured skeleton warrior hits Islodhemira the skeleton mage for 0 light, 0 darkness (0 total damage).
Islodhemira the skeleton mage is no longer influenced by martyrdom.
Islodhemira the skeleton mage is not crippled anymore.
Sunpa fumbles and fails to use Path of the Sun, injuring himself!
Your shield crumbles under the damage!
The shield around Sunpa crumbles.
Fumble from Emyrialaith the degenerated skeleton warrior hits Sunpa for (21 absorbed), 79 physical (79 total damage).
Sunpa stops burning.
Talent Assault is ready to use.
Talent Wave of Power is ready to use.
Armoured skeleton warrior can not be healed this way!
A shield forms around Sunpa.
Weakness Disease from Islodhemira the skeleton mage hits Sunpa for 36 blight damage.
Decrepitude Disease from Islodhemira the skeleton mage hits Sunpa for 36 blight damage.
Sunpa receives 21 healing from Sunpa's healing light area effect.
Bleeding from Emyrialaith the degenerated skeleton warrior hits Sunpa for 20 physical damage.
Armoured skeleton warrior uses Overpower.
Your shield crumbles under the damage!
The shield around Sunpa crumbles.
The shield around armoured skeleton warrior crumbles.
Melee retaliation hits Armoured skeleton warrior for (13 absorbed), 0 light, (2 absorbed), 0 lightning, (13 absorbed), 0 light, (2 absorbed), 0 lightning, (8 absorbed), 5 light, 2 lightning (7 total damage).
Armoured skeleton warrior hits Sunpa for (21 absorbed), 34 physical, 11 physical, 10 physical (55 total damage).
Islodhemira the skeleton mage casts Manathrust.
Islodhemira the skeleton mage hits Sunpa for 136 arcane damage.
Sunpa the level 18 higher sun paladin was blasted to death by Islodhemira the skeleton mage on level 1 of Ruined halfling complex.













































































