
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.3Donators/Buyers bonus! Werekracken's Beholder Fork 1.7.2This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork. Adds Beholders as a playable race and the Mage Eye as a Beholder only class. Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow. https://github.com/Werekracken/tome-wkbeholder --- Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes. -2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning + 10% Lightning, Fire, and Cold resist -20% movement speed Race trees - race/beholder: Basic abilities common to all Beholders. --- Mage eyes focus on harnessing the powers of their eyestalks. + 6 Magic, +3 Willpower Generic trees - spell/aegis Class trees - spell/phantasm (locked) --- Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. ZOmnibus Addon Pack 1.7.0Combines 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: Ashes of Urh'Rok 1.7.3Official 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:
Embers of Rage 1.7.3Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.3Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 7 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Velovea the brown bear at level 7 on the 9th Profit 122nd year of Ascendancy at 19:28 / 1 |
Primary Stats
| Strength | 28 (base 23) |
| Dexterity | 14 (base 10) |
| Constitution | 16 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 26 (base 26) |
Resources
| Life | -1/250 |
| Steam | 92/100 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 0.26364428766363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 39 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 39 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Fire | +3% |
| Mind | +5% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 35.08934837382 (81.151787968034%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 27 |
| Physical Save | 23 |
| Spell Save | 10 |
| Mental Save | 21 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Fire | + 6%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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: * You've found the needed length of troll intestine. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within | active |
Equipment
| On feet | pair of rough leather boots 'Chamygund' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +1 Str / +3 Dex / +1 Con Changes resistances penetration: +5% physical Talent granted: +1 Rocket Boots Maximum encumbrance: +23 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
| On hands | steady iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex Physical save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Voribrelaith the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 15% Changes stats: +3 Wil Changes damage: +6% acid Mana each turn: +0.13 Spellpower: +3 (+3 eff.) Spell crit. chance: +2% Infravision radius: +1 A pointy cloth hat, very wizardly... |
| Tool | iron torque of mindblast [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| Main armor | impenetrable iron plate armour of lightning resistance (0 def, 13 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +15% lightning A suit of armour made of metal plates. |
| Light source | scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +3 Wil Changes resistances: +6% fire Changes damage: +5% mind 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. |
| In off hand | iron steamsaw (10-15 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.5 - 15.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +12 On weapon hit: * splashes acid on your target dealing 16 damage and reducing their armor Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | Singemaim (10-15 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.5 - 15.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +10 On weapon hit: * splashes acid on your target dealing 17 damage and reducing their armor Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Changes stats: +1 Dex / +4 Wil / +1 Con Changes resistances: +10% physical Changes damage: +3% fire Talent granted: +1 Block Reduces incoming crit damage: 5.00% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Inventory
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Unerring Scalpel (15-19 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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. |
This item will automatically be transmogrified when you leave the level.Mudar the Corruptionmaim (17-25 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 17.0 - 25.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +13 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Changes stats: +4 Cun Changes resistances: +3% nature / +5% arcane Talent granted: +1 Block Spell save: +3 (+3 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.impenetrable iron plate armour of cold resistance (0 def, 12 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Fatigue: +22% Changes resistances: +16% cold A suit of armour made of metal plates. |
3 agate0.00 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
zircon0.00 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 9] simple frost salve [power 9]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (9% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 118] simple healing salve [power 118]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 118 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered 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. |
Rod of Recall (1/1)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. |
Achievements
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Bernard Hussein Sanders the Dwarf Sawbutcher level 6
18th Voratun 122nd year of Ascendancy at 00:36 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Bernard Hussein Sanders the Dwarf Sawbutcher level 6
6th Profit 122nd year of Ascendancy at 15:11 see stats
Log
Bernard Hussein Sanders is disarmed!
Large white snake is stunned!
Mayidhekira the white wolf uses To The Arms.
Bernard Hussein Sanders starts to bleed.
Bernard Hussein Sanders is suffering and fails to concentrate on dealing damage.
Melee retaliation hits Mayidhekira the white wolf for (7 blocked), 0 fire (0 total damage).
Mayidhekira the white wolf hits Bernard Hussein Sanders for 8 physical, 1 mind (10 total damage).
Velovea the brown bear's Beyond the Flesh hits Bernard Hussein Sanders for 27 physical, 2 fire, 2 lightning (33 total damage).
Bleeding from Bernard Hussein Sanders hits Velovea the brown bear for 1 physical damage.
Melee retaliation hits Velovea the brown bear for 2 fire damage.
Bleeding from Mayidhekira the white wolf hits Bernard Hussein Sanders for 1 physical damage.
Poison from Hornet swarm hits Bernard Hussein Sanders for 19 nature damage.
Velovea the brown bear hits Bernard Hussein Sanders for 20 physical, 5 nature, 2 fire, 2 lightning (31 total damage).
Melee retaliation hits Velovea the brown bear for 2 fire damage.
Mayidhekira the white wolf shoves Large white snake aside.
Large white snake is disarmed!
Velovea the brown bear's Beyond the Flesh hits Bernard Hussein Sanders for 11 physical, 2 fire, 2 lightning (17 total damage).
Bleeding from Bernard Hussein Sanders hits Velovea the brown bear for 1 physical damage.
Melee retaliation hits Velovea the brown bear for 2 fire damage.
Talent Block is ready to use.
Talent Bloodstream is ready to use.
Talent Implant: Steam Generator is ready to use.
Bleeding from Mayidhekira the white wolf hits Bernard Hussein Sanders for 0 physical damage.
Poison from Hornet swarm hits Bernard Hussein Sanders for 19 nature damage.
Melee retaliation hits Mayidhekira the white wolf for 5 fire, 5 fire (12 total damage).
Mayidhekira the white wolf hits Bernard Hussein Sanders for 4 physical, 1 mind, 5 physical, 1 mind, 1 mind (14 total damage).
Velovea the brown bear hits Bernard Hussein Sanders for 22 physical, 5 nature, 2 fire, 2 lightning (33 total damage).
Melee retaliation hits Velovea the brown bear for 3 fire damage.
Bernard Hussein Sanders the level 7 dwarf sawbutcher was zapped to death by Velovea the brown bear on level 3 of Trollmire.




























































