











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
Possessor Bonus Class 1.7.4Donators/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 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: 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.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 14 / 52% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 14 on the 9th Dearth 122nd year of Ascendancy at 22:30 / 1 |
Primary Stats
Strength | 38 (base 31) |
Dexterity | 11 (base 10) |
Constitution | 13 (base 10) |
Magic | 10 (base 10) |
Willpower | 34 (base 32) |
Cunning | 23 (base 18) |
Resources
Life | -77/527 |
Hate | 53/100 |
Healing Factor | 1.0923947437565 |
Regeneration | 6.2812697766001 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.5543122344752E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 4 |
Offense: Mainhand
Damage | 58 |
Accuracy | 44 |
Crit Chance | 12% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Blight | +3% |
Physical | +14% |
Mind | +3% |
All | 0% |
Lightning | +10% |
Darkness | +3% |
Fire | +3% |
Nature | +11% |
Offense: Damage Penetration
Physical | +29% |
Lightning | +22% |
Light | +17% |
Temporal | +32% |
Cold | +32% |
Arcane | +37% |
Mind | +17% |
All | +12% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 8 |
Physical Save | 20 |
Spell Save | 22 |
Mental Save | 23 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 19%( 70%) |
All | + 9%( 70%) |
Darkness | + 12%( 70%) |
Light | + 17%( 70%) |
Temporal | + 14%( 70%) |
Physical | + 24%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 19%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Stun Resistance | 18% |
Pinning Resistance | 20% |
Confusion Resistance | 38% |
Fear Resistance | 18% |
Disarm Resistance | 57% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 224 life over 5 turns. Its effects scale with your Strength stat. |
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 64 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 502% 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. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 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 |
You failed to protect the repented thief from death by bandit. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
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 |
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 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 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 green worm. * You've found the needed electric eel tail. * '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 mastery. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed bloated horror heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the 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.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed ritch stinger. | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Res.pen +5% cold Melee Ret 2 cold ----- def ----- Armour +9 Fatigue +2% Phys.save +3 (+2 eff.) HP.reg +2.00 Heal.mod +10% ---------- misc Stam/turn +2.00 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind Res.pen +5% light +15% cold ----- def ----- Resists +9% light Max.HP +40.00 ---------- 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +7 Fatigue +5% Resists +6% lightning +6% temporal +1% physical HP.reg +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (134 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% blight +3% fire +11% nature Res.pen +20% temporal Melee Ret 4 fire ----- def ----- Resists +22% nature Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 Dmg.mod +10% acid Res.pen +15% arcane ----- def ----- Resists +20% acid Mind.save +7 (+4 eff.) Max.HP +23.00 Disarm- +25% Confus- +20% Pinning- +20% Knockbk- +20% ---------- misc Max.mana +40.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Cun +5 Lck dps ---------- Phys.crit +1.0% Res.pen +10% lightning +5% physical Apr +2 ----- def ----- Stealth +5 Die.at -60.00 life ---------- misc T.Disarm +7 Max.stam +30.00 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Random Unique] Master Power 32.0 - 51.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical +12% all Acc +32 (+11 eff.) Apr +22 ----- def ----- Defense +9 (+4 eff.) Resists +3% acid +2% physical Spell.save +9 (+5 eff.) Heal.mod +10% Disarm- +32% Curse of Madness Massive two-handed swords. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% 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. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +14% physical Res.pen +10% arcane ----- def ----- Resists +15% lightning +14% physical +5% blight +5% arcane +9% all Max.HP +40.00 HP.reg +1.50 Heal.mod +10% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Defense +11 (+5 eff.) Resists +3% darkness +3% lightning Max.HP +32.00 Teleport- +10% ---------- misc Equi/ret +0.12 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 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Res.pen +5% mind ----- def ----- Resists +3% acid +11% fire +11% cold ---------- misc Equi/ret +0.16 Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Master Power 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +4 light While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% mind Res.pen +5% light ----- def ----- Resists +3% mind Curse of Madness Massive two-handed battleaxes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +3% nature Against +17% Summoned ----- def ----- Resists +3% lightning Crit.chn- 5.00% D.Red.from +17% Summoned Phys.save +9 (+5 eff.) Knockbk- +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +31.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.pwr +5 (+2 eff.) Acc +4 (+2 eff.) Apr +5 ----- def ----- Armour +6 Defense +16 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Armour +3 Fatigue -3% Resists +6% lightning +6% acid Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Wil ----- def ----- Armour +1 Phys.save +3 (+2 eff.) Poison- +20% Silence- +21% Disarm- +20% Confus- +22% Stun/Frz- +25% ---------- misc Equi/ret +0.12 A pair of boots made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +1% Resists +6% light Crit.chn- 5.00% Heal.mod +5% ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Psionic While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% fire +6% cold ---------- misc Equi/ret +0.80 Psi/ret +0.80 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 10 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +8% fire +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Wil +1 Con dps ---------- Dmg.mod +6% light On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.20 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +21.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
![]() 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. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str 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 (+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. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Str +1 Dex +3 Wil dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire ---------- misc Light +3 See.Invis +9 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +42.00 Heal.mod +11% ---------- 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. |
![]() 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 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. |
![]() 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 [Ego] Psionic Blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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 Faanrio the Dwarf Cursed level 10
12nd Wealth 122nd year of Ascendancy at 03:22 see stats
By Faanrio the Dwarf Cursed level 5
17th Voratun 122nd year of Ascendancy at 23:33 see stats
By Faanrio the Dwarf Cursed level 6
30th Voratun 122nd year of Ascendancy at 03:35 see stats
By Faanrio the Dwarf Cursed level 9
27th Profit 122nd year of Ascendancy at 22:40 see stats
Log
Animated flaming iron battleaxe (Misfortune) (14-21 power, 1 apr) hits Glorirath the greater shivgoroth for (8 flat reduction), 66 physical, (8 flat reduction), 3 fire (69 total damage).
Forest Troll Hedge-Wizard cleverly deflects the attack with his shield!
Forest Troll Hedge-Wizard repels an attack from Faanrio.
Forest Troll Hedge-Wizard is no longer dominated.
Forest Troll Hedge-Wizard is no longer harassed.
Glorirath the greater shivgoroth strafes with his steamguns!
Glorirath the greater shivgoroth's Strafe performs a ranged critical strike against Animated flaming iron battleaxe (Misfortune) (14-21 power, 1 apr)!
Glorirath the greater shivgoroth shoots!
Glorirath the greater shivgoroth's Strafe hits Animated flaming iron battleaxe (Misfortune) (14-21 power, 1 apr) for 12 physical, 1 temporal (13 total damage).
Glorirath the greater shivgoroth's Strafe hits Animated flaming iron battleaxe (Misfortune) (14-21 power, 1 apr) for 8 physical, 1 temporal (9 total damage).
Forest Troll Hedge-Wizard casts Manathrust.
Forest Troll Hedge-Wizard hits Faanrio for 124 arcane damage.
Glorirath the greater shivgoroth's Shoot hits Animated flaming iron battleaxe (Misfortune) (14-21 power, 1 apr) for 9 physical, 1 temporal (10 total damage).
Glorirath the greater shivgoroth's Shoot hits Animated flaming iron battleaxe (Misfortune) (14-21 power, 1 apr) for 8 physical, 1 temporal (9 total damage).
Mindrot hits Forest Troll Hedge-Wizard for 5 mind, 5 darkness (10 total damage).
Mindrot hits Glorirath the greater shivgoroth for (5 flat reduction), 0 mind, (5 flat reduction), 0 darkness (0 total damage).
Faanrio hits Forest Troll Hedge-Wizard for 99 physical damage.
Glorirath the greater shivgoroth strafes with his steamguns!
Glorirath the greater shivgoroth's Strafe misses animated flaming iron battleaxe (Misfortune) (14-21 power, 1 apr).
Glorirath the greater shivgoroth's Strafe hits Animated flaming iron battleaxe (Misfortune) (14-21 power, 1 apr) for 9 physical, 1 temporal (10 total damage).
Forest Troll Hedge-Wizard casts Flame.
Faanrio is on fire!
Forest Troll Hedge-Wizard's Flame hits Faanrio for 76 fire damage.
Animated flaming iron battleaxe (Misfortune) (14-21 power, 1 apr) hits Glorirath the greater shivgoroth for (8 flat reduction), 60 physical, (8 flat reduction), 3 fire (63 total damage).
Talent Reckless Charge is ready to use.
Burning from Forest Troll Hedge-Wizard hits Faanrio for 25 fire damage.
Faanrio the level 14 dwarf cursed was combusted to death by Forest Troll Hedge-Wizard on level 3 of Norgos Lair.
Forest Troll Hedge-Wizard is no longer being stalked by Faanrio.