Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Furrae Race 1.2.0Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Marksman 1.4.9A complete rework for Archer. Ignore Race/Class Locks 1.1.0Modifies 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: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Adventuring Party 1.4.9Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Bastion 1.4.6A complete rework for Bulwark. Demon Seed Details 1.4.6
This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.4.8Donators/Buyers bonus! Assassin 1.4.5Reworks the Rogue class. Gladiator 1.4.8Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers of Rage 1.4.4Official 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:
Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select your Escorts 1.4.8Allows 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. 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. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Female |
| Race | Mantis |
| Class | Ritch |
| Level / Exp | 11 / 2% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 38 (base 36) |
| Dexterity | 39 (base 36) |
| Constitution | 37 (base 36) |
| Magic | 34 (base 36) |
| Willpower | 39 (base 36) |
| Cunning | 44 (base 36) |
Resources
| Mana | 455/455 |
| Psi_feedback | 0/150 |
| Life | 2397/2397 |
| Stamina | 419/419 |
| Equilibrium | 15 |
| Healing Factor | 1.2206895836929 |
| Regeneration | 45.531721471744 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +50% |
| Spell | +200% |
| Global | +157.31725217261% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 2.875861115905 |
| See Stealth | 28.448263948812 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 19% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 19.5 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 29% |
| Speed | 0.33333333333333 |
Offense: Damage Penetration
| All | +5% |
Defense: Base
| Armour (hardiness) | 104.44826394881 (100%) |
| Defense | 58 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 81 |
| Spell Save | 79 |
| Mental Save | 82 |
Defense: Resistances
| All | + 22%(100%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 88% |
Inscriptions (0/0)
Class Talents
| Wild-child / Metal Rending | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-child / Fervency | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-heart / Strewn | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Stinger | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-heart / Agonize | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-child / Extravagancy | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-heart / Firestarter | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Wild-heart / Bloodletting Beast | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 0/30 |
| 0/53 |
| 0/3 |
| 0/2 |
| 0/2 |
| Wild-heart / Hoarding Beast | 1.10 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-heart / Natural Combat | 1.20 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| 4/10 |
| Wild-heart / Wing Pod | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Ego / Mantis | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-child / Cold Blood | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-child / Cutting Edge | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Staff magic | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Swordbreaker |
| talent | Lacerating Strikes |
| talent | Open Veins |
| beneficial effect | Gaining 23% life steal and 11% physical damage. Blood Heat: Bleed |
| beneficial effect | Gaining 7% global speed and 5.4 stamina regeneration. Blood Lust |
| beneficial effect | These weapons won't last forever... Impermanence(196/205) steel, chilling, massacre (196/205) steel, hateful, massacre |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Luck by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Luck by +2. | 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 |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You must explore the Old Forest and quell the Treant's restlessness. * You must explore the Maze and challenge the Minotaur within. * You must explore the Sandworm Lair and commune with the Queen. * You must explore the Daikara and meet the Dragon at the summit. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Born KillerWith that said, you have become a Ritch. What could this possibly mean...? | 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 are in the body of a wilder's summon! To he who callsThe Summoner is safe from his enemies. The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| Left hook | hateful steel dagger of massacre (18-23.4 power, 6 apr) [durability 196/205] hateful steel dagger of massacre (18-23.4 power, 6 apr) [durability 196/205]Requires: - Talent Engraft Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +4% Living Durability: 196/205 Sharp, short and deadly. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
| Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con 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. |
| Right hook | chilling steel dagger of massacre (17.5-22.75 power, 6 apr) [durability 196/205] chilling steel dagger of massacre (17.5-22.75 power, 6 apr) [durability 196/205]Requires: - Talent Engraft Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.5 - 22.8 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 cold Durability: 196/205 Sharp, short and deadly. |
Inventory
mule's copper ring of power mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Fatigue: -4% Maximum encumbrance: +21 Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
arcing iron battleaxe of phasing (15.5-23.25 power, 10 apr) arcing iron battleaxe of phasing (15.5-23.25 power, 10 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +14% Damage (Melee): +9 lightning Massive two-handed battleaxes. |
iron dagger of projection (9.5-12.35 power, 5 apr) iron dagger of projection (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
Cyrithra the iron mace (13-18.2 power, 7 apr) Cyrithra the iron mace (13-18.2 power, 7 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Changes stats: +1 Mag Vim when firing critical spell: +2.00 Blunt and deadly. |
2 nuummite 2 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 agate 4 agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
5 verdite 5 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+3 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, costing 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. |
Transmogrification Chest 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), costing 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. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Ivoda the Mantis Ritch level 9
3rd Mirth 122nd year of Ascendancy at 04:25 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Ivoda the Mantis Ritch level 10
3rd Mirth 122nd year of Ascendancy at 04:58 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Ivoda the Mantis Ritch level 3
78th Pyre 122nd year of Ascendancy at 08:33 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Ivoda the Mantis Ritch level 10
9th Mirth 122nd year of Ascendancy at 05:21 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Ivoda the Mantis Ritch level 4
79th Pyre 122nd year of Ascendancy at 01:05 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Ivoda the Mantis Ritch level 2
74th Pyre 122nd year of Ascendancy at 11:49 see stats
Log
Ivoda steals life from Rogue!
Rogue hits Ivoda for 4 healing, 9 healing, 2 healing, 7 healing, 15 healing (0 total damage) [38 healing].
Ivoda hits Rogue for 13 physical, 34 physical, 9 cold, 4 armor damage, 27 physical, 68 physical (151 total damage).
Ivoda killed Rogue!
You pickup 0.55 gold pieces.
You pickup 0.60 gold pieces.
Lore found: diary (the maze)
You can read all your collected lore in the game menu, by pressing Escape.
Ivoda's attack breaks through the cave troll's armor!
Ivoda performs a melee critical strike against Cave troll!
Cave troll starts to bleed.
Ivoda steals life from Cave troll!
Ivoda hits Cave troll for 9 armor damage, 24 physical, 62 physical, 7 cold, 13 physical, 34 physical, 7 darkness (146 total damage).
Cave troll hits Ivoda for 7 healing, 17 healing, 2 healing, 4 healing, 9 healing, 2 healing (0 total damage) [40 healing].
Ivoda delivers a fatal blow to the cranium!!
Ivoda's attack breaks through the cave troll's armor!
Ivoda performs a melee critical strike against Cave troll!
Ivoda steals life from Cave troll!
Ivoda hits Cave troll for 13 physical, 33 physical, 7 cold (52 total damage).
Cave troll hits Ivoda for 4 healing, 9 healing, 2 healing (0 total damage) [14 healing].
Ivoda killed Cave troll!
Ivoda deactivates Open Veins.
Ivoda returns to normal.
Ivoda deactivates Swordbreaker.
Ivoda feels normal again.
Ivoda deactivates Lacerating Strikes.

