










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.7.4Official 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:
Forbidden Cults 1.7.4Official 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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official 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:
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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Dwarf |
Class | Berserker |
Level / Exp | 20 / 33% |
Size | medium |
Lifes / Deaths | Killed by Horned Horror at level 20 on the 30th Wealth 122nd year of Ascendancy at 01:22 / 1 |
Primary Stats
Strength | 58 (base 48) |
Dexterity | 9 (base 11) |
Constitution | 49 (base 40) |
Magic | 8 (base 10) |
Willpower | 17 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -25/765 |
Stamina | 39/240 |
Healing Factor | 1.3932873839943 |
Regeneration | 6.5032343165379 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 88 |
Accuracy | 33 |
Crit Chance | 5% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +15% |
Acid | +6% |
Nature | +25% |
Offense: Damage Penetration
Nature | +20% |
Defense: Base
Armour (hardiness) | 31 (30%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 9 |
Physical Save | 47 |
Spell Save | 43 |
Mental Save | 36 |
Defense: Resistances
Acid | + 16%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 29%( 70%) |
All | + 10%( 70%) |
Physical | + 18%( 70%) |
Darkness | + 24%( 70%) |
Light | + 13%( 70%) |
Temporal | + 26%( 70%) |
Mind | + 15%( 70%) |
Lightning | + 29%( 70%) |
Fire | + 33%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Poison Resistance | 0% |
Disarm Resistance | 39% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 134 life over 5 turns. Its effects scale with your Cunning 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.50 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 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. | active |
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. | 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 |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bloated horror heart. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
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 | ![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -3% Physical save +6 (+2 eff.) other ------- Encumbrance +20 Stamina/turn +0.40 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +45.00 other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ When Hit 2 acid defense ------ Armor +4 Fatigue +4% Resistance +7% acid +10% fire +11% cold +15% nature +18% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Crit +2.0% Damage +7% nature When Hit 4 physical defense ------ Armor +2 Defense +5 (+2 eff.) Resistance +12% nature +15% fire other ------- Max stamina +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +10 (+3 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +4 Cun +2 Con offense ------ Mindpower +4 (+2 eff.) Against +16% Summoned defense ------ Resist Against +17% Summoned Mind save +6 (+3 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Master Weapon Damage 39.5 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +8 mind On-Hit, radius 1 +12 darkness While equipped: offense ------ Mind Crit +3% Critical power +5.00% Damage +12% nature Ignore resists +20% nature Accuracy +10 (+5 eff.) defense ------ Defense +9 (+4 eff.) Disarm Resist +39% Massive two-handed mauls. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego] Psionic While equipped: defense ------ Armor +2 Life Regen +1.00 other ------- Stamina/turn +0.70 Max stamina +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Random Unique] Arcane/Master/Psionic While equipped: offense ------ On-Hit 7 darkness On-Ranged-Hit 7 darkness Damage +6% nature +15% arcane When Hit 4 nature defense ------ Armor +8 Defense +20 (+10 eff.) Fatigue +8% Resistance +18% temporal +13% darkness +5% arcane +6% mind +9% physical Physical save +17 (+6 eff.) Mind save +14 (+6 eff.) Out-of-Phase Defense +28 Out-of-Phase Resistance +20% Out-of-Phase Resilience +21% Blink to a nearby random location (rad 13) Puts all charms on 25 turn cooldown A suit of armour made of leather. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% acid When Hit 2 acid On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Resistance +3% lightning +3% darkness +3% light Healmod +12% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 154 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+3 eff.) Damage +10% darkness +6% temporal Ignore resists +5% darkness +15% cold On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal +3% fire +6% cold Anomaly Control +10 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Arcane Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic level 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 While equipped: defense ------ Disease Resist +14% Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +12 nature +4 fire While equipped: Stats +3 Str +1 Mag offense ------ On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Resistance +3% nature Massive two-handed swords. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +20 lightning On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Physical Power +20 (+7 eff.) Damage +6% lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Defense +10 (+5 eff.) One-handed war axes. |
![]() 9.0 Encumbrance T3 light armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Life +20.00 Life Regen +2.60 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Psionic While equipped: Stats +1 Str +1 Dex +3 Wil +1 Cun offense ------ Ignore Armor +2 defense ------ Armor +4 Defense +7 (+3 eff.) Fatigue +12% Resistance +6% mind Mind save +11 (+5 eff.) other ------- Max stamina +10.00 A suit of armour made of mail. |
![]() 17.0 Encumbrance T2 massive armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +9 Fatigue +22% Resistance +7% acid +7% physical +7% lightning +11% blight +7% cold +12% nature +7% fire Disarm Resist +23% Stun Resist +20% Knockbk Resist +20% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Cun offense ------ Physical Power +3 (+1 eff.) Damage +9% mind When Hit 2 mind defense ------ Resistance +3% mind Spell save +6 (+2 eff.) other ------- Light +2 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Ignore resists +15% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 12% defense ------ Armor +3 Defense +15 (+7 eff.) Fatigue +5% Resistance +5% arcane Healmod +5% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +5 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Wil offense ------ Damage +3% blight Ignore resists +10% acid When Hit 4 blight defense ------ Fatigue -4% other ------- Max vim +10.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By myGuy the Dwarf Berserker level 19
28th Wealth 122nd year of Ascendancy at 11:33 see stats
By myGuy the Dwarf Berserker level 10
20th Profit 122nd year of Ascendancy at 15:10 see stats
By myGuy the Dwarf Berserker level 20
29th Wealth 122nd year of Ascendancy at 04:15 see stats
By myGuy the Dwarf Berserker level 6
18th Voratun 122nd year of Ascendancy at 20:49 see stats
By myGuy the Dwarf Berserker level 17
6th Wealth 122nd year of Ascendancy at 18:00 see stats
Log
MyGuy uses Shattering Blow.
Horned Horror's armour is damaged!
myGuy hits Horned Horror for (23 flat reduction), 19 physical, (1 flat reduction), 0 mind, (3 flat reduction), 0 darkness, (5 flat reduction), 0 darkness (19 total damage).
myGuy misses Horned Horror.
MyGuy stops regenerating health quickly.
Talent Infusion: Wild is ready to use.
Horned Horror throws two quick punches.
MyGuy is not dazed anymore.
Melee retaliation hits Horned Horror for (4 flat reduction), 0 acid, (5 flat reduction), 0 nature, (4 flat reduction), 0 physical, (4 flat reduction), 0 acid, (5 flat reduction), 0 nature, (4 flat reduction), 0 physical (0 total damage).
Horned Horror hits myGuy for 62 physical, 16 lightning, 74 physical, 16 lightning (168 total damage).
MyGuy uses Infusion: Wild.
MyGuy lessens the pain.
MyGuy uses Death Dance.
myGuy misses Horned Horror.
Horned Horror lashes out with a spinning backhand.
Horned Horror performs a melee critical strike against myGuy!
Horned Horror casts Chain Lightning.
Melee retaliation hits Horned Horror for (4 flat reduction), 0 acid, (5 flat reduction), 0 nature, (4 flat reduction), 0 physical (0 total damage).
Horned Horror hits myGuy for 193 physical, 14 lightning, 56 lightning (263 total damage).
myGuy hits Horned Horror for (23 flat reduction), 67 physical, (2 flat reduction), 0 mind, (6 flat reduction), 0 darkness, (11 flat reduction), 0 darkness (67 total damage).
Horned Horror throws a concussive punch.
Horned Horror casts Chain Lightning.
Horned Horror casts Lightning.
Melee retaliation hits Horned Horror for (4 flat reduction), 0 acid, (5 flat reduction), 0 nature, (4 flat reduction), 0 physical (0 total damage).
Horned Horror hits myGuy for 74 physical, 14 lightning, 47 lightning (136 total damage).
myGuy the level 20 dwarf berserker was shocked to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
myGuy's rage subsides!