Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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! 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 | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Orc |
Class | Brawler |
Level / Exp | 29 / 60% |
Size | medium |
Lifes / Deaths | Killed by Carsela the human at level 29 on the 38th Pain 124th year of Ascendancy at 08:53 / 1 |
Primary Stats
Strength | 40 (base 15) |
Dexterity | 84 (base 60) |
Constitution | 46 (base 14) |
Magic | 19 (base 10) |
Willpower | 17 (base 10) |
Cunning | 62 (base 47) |
Resources
Life | -180/968 |
Stamina | 90/202 |
Steam | 100/100 |
Healing Factor | 1.4167804250993 |
Regeneration | 4.6045363815727 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 9 |
See Stealth | 36.889385242605 |
See Invisible | 36.889385242605 |
Offense: Barehand
Damage | 91 |
Accuracy | 64 |
Crit Chance | 30% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.3333333333333 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Blight | +3% |
Arcane | +6% |
Mind | +15% |
All | 0% |
Lightning | +19% |
Light | +23% |
Physical | +12% |
Fire | +22% |
Cold | +19% |
Offense: Damage Penetration
Nature | +22% |
Cold | +17% |
Mind | +17% |
All | +7% |
Defense: Base
Armour (hardiness) | 39 (67.946778433524%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 28 |
Mental Save | 38 |
Defense: Resistances
Lightning | + 35%( 70%) |
Light | + 33%( 70%) |
Darkness | + 28%( 70%) |
Blight | + 28%( 70%) |
Physical | + 20%( 70%) |
Cold | + 53%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 10% |
Pinning Resistance | 26% |
Disarm Resistance | 48% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 652% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Grappling | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | pair of drakeskin leather boots 'Eremalelach' (13 def, 9 armour) pair of drakeskin leather boots 'Eremalelach' (13 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Defense: +13 (+3 eff.) Fatigue: -7% Changes stats: +6 Dex Changes damage: +6% arcane / +3% blight Critical mult.: +10.00% Stamina each turn: +0.60 Maximum life: +47.00 Spell crit. chance: +3% Infravision radius: +1 Movement speed: +10% Damage Shield penetration: +20% A pair of boots made of leather. |
On hands | steady voratun gauntlets of butchering (0 def, 3 armour) steady voratun gauntlets of butchering (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +6 Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +5% Changes resistances: +6% blight Physical save: +6 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +25% When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). On weapon hit: * 14% chance to slow global speed by 46% * 12% chance to reduce armor by 12% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+8 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 57 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 12/35. This gold-tipped wand shines with an unnatural sheen. |
On fingers | steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +23% Pinning immunity: +26% Knockback immunity: +20% Maximum life: +24.00 Rings make your fingers look great! |
On fingers | sneakthief's gold ring sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +6 Cun / +4 Dex Rings make your fingers look great! |
Around neck | Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+3 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Main armor | Xanissra the Stormwasp (0 def, 0 armour) Xanissra the Stormwasp (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects when hit in melee: * 5% chance to slow global speed by 46% * 8 arcane resource burn Changes stats: +7 Str / +5 Mag / +6 Wil Changes resistances: +21% lightning / +10% cold / +6% light / +15% all Changes damage: +19% lightning / +12% physical / +3% light / +19% cold Mental save: +22 (+8 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | Freezeraptor the alchemist's lamp Freezeraptor the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 10 mind Changes resistances penetration: +10% mind / +10% cold Changes damage: +15% mind / +6% fire Physical save: +9 (+3 eff.) Light radius: +4 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | Sepsisobeisance (2 def, 7 armour) Sepsisobeisance (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +6% blight / +22% cold / +2% physical Changes resistances penetration: +15% nature Confusion immunity: +10% Stun/Freeze immunity: +20% Maximum life: +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Bolt's kiss Bolt's kissPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 10 lightning Changes stats: +9 Dex / +8 Cun / +13 Lck Changes damage: +6% fire Trap disarming bonus: +15 Stealth bonus: +11 Infravision radius: +8 It can be used to create a temporary shield that absorbs 203 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Inventory
Stralite Sand Shredder (0 def, 1 armour) Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +1 Crit. chance: +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
cured leather armour of the deep (6 def, 5 armour) cured leather armour of the deep (6 def, 5 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +6% acid / +8% cold Allows you to breathe in: water A suit of armour made of leather. |
Chalelin the Greenwrither (dig speed 17 turns) Chalelin the Greenwrither (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +7 (+3 eff.) Damage when hit (Melee): 6 nature Changes stats: +2 Str Changes resistances: +6% nature / +15% cold Changes resistances penetration: +15% nature Critical mult.: +14.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor 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. |
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 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. |
Voribeth the dragonbone totem of stinging [power 470] (4/15 cooldown) Voribeth the dragonbone totem of stinging [power 470] (4/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +3% nature / +9% cold Pinning immunity: +20% Maximum life: +20.00 It can be used to sting an enemy dealing 470 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By Khelechik the Orc Brawler level 11
19th Retaking 124th year of Ascendancy at 16:26 see stats
By Khelechik the Orc Brawler level 14
36th Retaking 124th year of Ascendancy at 03:49 see stats
By Khelechik the Orc Brawler level 27
17th Pain 124th year of Ascendancy at 07:35 see stats
By Khelechik the Orc Brawler level 19
42nd Revenge 124th year of Ascendancy at 11:03 see stats
By Khelechik the Orc Brawler level 10
16th Retaking 124th year of Ascendancy at 11:30 see stats
By Khelechik the Orc Brawler level 20
42nd Revenge 124th year of Ascendancy at 12:10 see stats
By Khelechik the Orc Brawler level 28
24th Pain 124th year of Ascendancy at 19:03 see stats
By Khelechik the Orc Brawler level 15
27th Revenge 124th year of Ascendancy at 10:27 see stats
By Khelechik the Orc Brawler level 23
10th Pain 124th year of Ascendancy at 16:31 see stats
By Khelechik the Orc Brawler level 27
17th Pain 124th year of Ascendancy at 08:36 see stats
By Khelechik the Orc Brawler level 20
42nd Revenge 124th year of Ascendancy at 12:52 see stats
Log
Carsela the human shrugs off the effect 'Stunned'!
Khelechik HEALS from fire damage!
Melee retaliation hits Khelechik for (11 flat reduction), 0 fire, 2 healing, (11 flat reduction), 0 fire, 2 healing (0 total damage) [4 healing].
Khelechik hits Carsela the human for 140 physical, 70 physical (210 total damage).
Khelechik stops burning.
Talent Infusion: Movement is ready to use.
Carsela the human HEALS from light damage!
Khelechik HEALS from physical damage!
Khelechik HEALS from acid damage!
Khelechik HEALS from light damage!
Lightburn from Carsela the human hits Khelechik for (17 flat reduction), 1 light, 3 healing (1 total damage) [3 healing].
Bleeding from Carsela the human hits Khelechik for (17 flat reduction), 148 physical, 27 healing (148 total damage) [27 healing].
Acid Splash from Carsela the human hits Khelechik for (17 flat reduction), 7 acid, 4 healing (7 total damage) [4 healing].
Lightbringer hits Carsela the human for 32 light, 26 healing (32 total damage) [26 healing].
Khelechik HEALS from light damage!
Searing Sight hits Khelechik for (17 flat reduction), 9 light, 5 healing (9 total damage) [5 healing].
Searing Sight hits Lightbringer for 14 light damage.
Carsela the human casts Mark of Light.
Khelechik is marked by light!
Carsela the human uses Stunning Blow.
Khelechik resists the stunning blow!
Carsela the human performs a melee critical strike against Khelechik!
Khelechik is stunned!
Carsela the human HEALS from light damage!
Khelechik HEALS from physical damage!
Khelechik HEALS from light damage!
Carsela the human hits Khelechik for (17 flat reduction), 159 physical, 29 healing, (17 flat reduction), 34 light, 9 healing, (17 flat reduction), 194 physical (387 total damage) [38 healing].
Mark of Light from Carsela the human hits Carsela the human for 98 healing, 144 healing (0 total damage) [242 healing].
Melee retaliation hits Carsela the human for 13 lightning, 7 arcane, 14 light, 11 healing, 6 mind, 13 lightning, 7 arcane, 14 light, 11 healing, 13 mind (87 total damage) [22 healing].
Khelechik the level 29 orc brawler was smashed to death by Carsela the human on level 1 of Ambush!.