












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 16 / 25% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 16 on the 12nd Haze 122nd year of Ascendancy at 04:23 / 1 |
Primary Stats
Strength | 26 (base 12) |
Dexterity | 49 (base 42) |
Constitution | 19 (base 10) |
Magic | 12 (base 10) |
Willpower | 20 (base 11) |
Cunning | 40 (base 32) |
Resources
Life | -64/315 |
Stamina | 49/183 |
Healing Factor | 1.0791723257555 |
Regeneration | 0.26979308143888 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 40.182604915697 |
See Invisible | 41.182604915697 |
Offense: Mainhand
Damage | 68 |
Accuracy | 54 |
Crit Chance | 26% |
APR | 7 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 19 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +6% |
Mind | +6% |
Physical | +21% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 15 (49.788314535027%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 21 |
Mental Save | 28 |
Defense: Resistances
Darkness | + 20%( 70%) |
Physical | + 12%( 70%) |
Nature | + 3%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 75 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: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% 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 Dexterity stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Skirmisher - Slings | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.43 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.43 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by bandit. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Strength 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. | active |
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 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * '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 vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Spell.pwr +4 (+2 eff.) Dmg.mod +6% light Res.pen +5% light Melee Ret 2 darkness ----- def ----- Armour +1 A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 shot ammo [Rare] Nature Power 113% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 Ranged+ +6 nature On Hit.r1 +4 mind On Crit.r2 +4 fire On Hit: * 20% chance to slow global speed by 46% * 10% chance to reduce all saves and defense by 20 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% ----- def ----- Defense +20 (+6 eff.) Resists +6% darkness Mind.save +5 (+2 eff.) Die.at -40.00 life ---------- misc Light +3 See.Stealth +6 See.Invis +7 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] Master While equipped: Stats +3 Dex +2 Cun +1 Con dps ---------- Dmg.mod +3% physical Acc +10 (+3 eff.) Apr +5 ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +1% Resists +2% physical A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +6 Str +3 Dex +2 Cun dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 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 T2 totem charm [Random Unique] Nature While equipped: Stats +3 Con ----- def ----- Crit.chn- 10.00% Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil +5 Con dps ---------- Dmg.mod +3% fire ----- def ----- Resists +3% nature +3% darkness +5% arcane Phys.save +6 (+3 eff.) Spell.save +11 (+5 eff.) Mind.save +4 (+2 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical ---------- misc Masteries +0.13 Cunning/Scoundrel +0.13 Technique/Combat training Amulets make your neck look great! |
In main hand | ![]() 4.0 T1 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +7 fire While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% fire Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Spell.pwr +3 (+2 eff.) Dmg.mod +6% lightning Apr +1 ----- def ----- Armour +2 Mind.save +6 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 93% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 On Hit: * 20 arcane resource burn While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) Melee Ret 2 lightning ----- def ----- Armour +2 Fatigue +8% Resists +10% physical ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) Dmg.mod +6% mind Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce armor by 21% * 20% chance to reduce all saves and defense by 20 ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +9% mind 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 T1 light armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% physical Res.pen +10% physical Melee Ret 4 physical ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +13% blight +11% darkness ---------- misc Stam/turn +3.00 Light +1 A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 536% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +5 Con dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +6% physical Die.at -20.00 life ---------- misc Stam/turn +0.30 Max.stam +20.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +11% nature +11% blight Poison- +20% Disease- +22% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Resists +3% darkness +6% cold Max.HP +60.00 Disarm- +20% Pinning- +10% Rings make your fingers look great! |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+2 eff.) Resists +1% physical Crit.chn- 5.00% Phys.save +7 (+4 eff.) Max.HP +40.00 Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 9.0 T1 light armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Dmg.mod +12% fire ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +3% mind +15% fire ---------- misc Equi/ret +0.04 Max.hate +2.00 A suit of armour made of leather. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical 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 (+2 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. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 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 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 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Wil dps ---------- S.pwr/crit +4 Res.pen +20% arcane Melee Ret 2 arcane ----- def ----- Resists +5% arcane Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 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 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Defense +15 (+5 eff.) Spell.save +6 (+3 eff.) HP.reg +2.00 Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 21 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% fire Res.pen +15% physical ----- def ----- Armour +2 Resists +1% physical ---------- misc Light +3 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 127 physical damage Puts all charms on 13 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% arcane +3% fire Acc +5 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 214 Base Damage: 100 Armor: 0 All Resist: 1 Puts all charms on 21 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 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 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
By Isuck the Shalore Skirmisher level 16
5th Haze 122nd year of Ascendancy at 12:42 see stats
By Isuck the Shalore Skirmisher level 10
16th Dusk 122nd year of Ascendancy at 21:21 see stats
By Isuck the Shalore Skirmisher level 8
3rd Dusk 122nd year of Ascendancy at 14:28 see stats
By Isuck the Shalore Skirmisher level 8
11st Dusk 122nd year of Ascendancy at 17:09 see stats
Log
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Isuck for (24 flat reduction), (68 absorbed), 0 fire (0 total damage).
Talent Track is ready to use.
Isuck slows down.
Talent Block is ready to use.
Talent Kneecapper is ready to use.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (ritch flamespitter - offscreen)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (ritch flamespitter - offscreen)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (ritch flamespitter - offscreen)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (ritch flamespitter - offscreen)).
Ritch flamespitter spits flames!
Isuck uses Block.
Ritch flamespitter hits Isuck for (21 blocked), (24 flat reduction), (21 absorbed), 0 fire (0 total damage).
Talent Bash and Smash is ready to use.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (ritch flamespitter - offscreen)).
Ritch flamespitter spits flames!
Your shield crumbles under the damage!
The shield around Isuck crumbles.
Ritch flamespitter hits Isuck for (24 flat reduction), (12 absorbed), 30 fire (30 total damage).
Isuck the level 16 shalore skirmisher was combusted to death by a ritch flamespitter on level 2 of Heart of the Gloom.