










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! 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 Possessor Bonus Class 1.7.4Donators/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:
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 | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Berserker |
Level / Exp | 17 / 40% |
Size | medium |
Lifes / Deaths | Killed by Borius, Avatar of Bearness at level 17 on the 64th Dusk 122nd year of Ascendancy at 12:00 / 1 |
Primary Stats
Strength | 54 (base 39) |
Dexterity | 19 (base 11) |
Constitution | 45 (base 30) |
Magic | 10 (base 10) |
Willpower | 25 (base 12) |
Cunning | 33 (base 15) |
Resources
Life | -125/569 |
Stamina | 159/186 |
Healing Factor | 1.3511689881046 |
Regeneration | 16.276387632613 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 8 |
See Stealth | 56.972855452493 |
See Invisible | 64.972855452493 |
Offense: Mainhand
Damage | 95 |
Accuracy | 48 |
Crit Chance | 35% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Lightning | +21% |
Nature | +33% |
Darkness | +15% |
Physical | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Fire | +20% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 47.08934837382 (81.151787968034%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 18 |
Physical Save | 30 |
Spell Save | 40 |
Mental Save | 26 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 18%( 70%) |
All | 0%( 70%) |
Lightning | + 11%( 70%) |
Temporal | + 7%( 70%) |
Fire | + 15%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Teleport Resistance | 20% |
Disarm Resistance | 41% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 213 life over 5 turns. Its effects scale with your Constitution stat. |
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 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 572% 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 Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 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 |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the temporal explorer from death by dire wolf. Escort: temporal explorer (level 2 of Trollmire) | failed |
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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. | 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: ----- def ----- Armour +13 Resists +8% lightning +7% temporal +5% arcane Blind- +10% Disarm- +20% Teleport- +20% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +8 Str +3 Wil ----- def ----- Resists +6% acid Crit.chn- 10.00% Mind.save +7 (+3 eff.) ---------- misc Light +4 See.Stealth +7 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Wil +1 Cun +4 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +15% darkness Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +4 Fatigue +4% Crit.chn- 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Resists +12% nature ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 386 Puts all charms on 15 cooldown 100% to heal for 90. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 5 physical Ranged+ 9 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 17 On Hit (Ranged): * 11% chance to reduce all saves and defense by 17 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +3 Con dps ---------- Dmg.mod +12% nature +3% mind Res.pen +5% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Defense +10 (+5 eff.) Resists +24% nature Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Wil +3 Con dps ---------- Dmg.mod +6% lightning ----- def ----- HP.reg +0.90 Heal.mod +10% ---------- misc See.Invis +3 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 battleaxe 2H weapon [Rare] Psionic Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +28 mind On Hit: * 23% chance to reduce all saves and defense by 17 While equipped: Stats +5 Cun +5 Wil dps ---------- Melee Ret 6 fire ----- def ----- Resists +3% blight +12% fire +9% cold Massive two-handed battleaxes. |
On hands | ![]() 1.0 T4 hands armor [Rare] Psionic While equipped: Stats +5 Str dps ---------- Dmg.mod +6% physical Acc +16 (+5 eff.) Melee Ret 6 physical ----- def ----- Armour +3 Defense +15 (+8 eff.) Phys.save +7 (+4 eff.) Mind.save +5 (+2 eff.) Disarm- +21% ---------- misc Stam/turn +2.00 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 | ![]() 17.0 T4 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +12% nature Res.pen +20% fire Melee Ret 4 nature 4 lightning ----- def ----- Armour +16 Fatigue +22% Resists +9% acid +9% cold +3% fire +3% lightning ---------- misc Breathe water A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +3% acid Res.pen +5% lightning On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 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 T4 amulet jewelry [Rare] Master While equipped: Stats +7 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Defense +5 (+3 eff.) Fatigue -8% Resists +5% arcane HP.reg +2.00 Disease- +20% Stun/Frz- +20% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Inventory
![]() 3.0 T2 battleaxe 2H weapon [Normal] Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit.r2 +4 light While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +6% nature +6% acid ----- def ----- Armour +4 Resists +17% blight +3% nature Disease- +22% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Str +1 Wil dps ---------- Spell.crit +12% Crit.mult +13.00% Spell.pwr +12 (+11 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +6% fire +25% arcane +6% mind Res.pen +15% physical ---------- misc Stam/turn +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
![]() 3.0 T3 digger tool [Rare] Psionic While equipped: Stats +5 Str +3 Dex dps ---------- Dmg.mod +6% fire +7% mind +9% physical Acc +10 (+3 eff.) Melee Ret 2 physical ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Infravis +3 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Rare] Master Power 43.5 - 52.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +13 Apr +5 Crit +5.5% Capacity 22 Ranged+ +16 mind +12 cold On Hit.r1 +4 cold On Crit.r2 +8 mind +16 cold On Hit: * 10% chance to reduce all saves and defense by 17 Shots are used with slings to pummel your foes to death. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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. |
Achievements
By Balla the Cornac Berserker level 10
1st Summertide 122nd year of Ascendancy at 23:27 see stats
By Balla the Cornac Berserker level 12
19th Dusk 122nd year of Ascendancy at 20:23 see stats
By Balla the Cornac Berserker level 16
63rd Dusk 122nd year of Ascendancy at 10:22 see stats
Log
Grappled from Borius, Avatar of Bearness hits Balla for 53 physical damage.
Melee retaliation hits Borius, Avatar of Bearness for 6 physical, 7 darkness, 6 fire, 5 nature, 5 lightning (29 total damage).
Grappling hits Balla for 2 physical, 2 physical, 2 physical, 2 physical, 1 physical (8 total damage).
Borius, Avatar of Bearness hits Balla for 163 physical damage.
Borius, Avatar of Bearness's is vulnerable to attacks and effects!
Balla hits Borius, Avatar of Bearness for 98 physical, 29 mind, 5 physical (132 total damage).
Grappling hits Balla for 28 physical, 8 physical, 2 physical (37 total damage).
Deep Wound from Balla hits Borius, Avatar of Bearness for 47 physical damage.
Grappling hits Balla for 13 physical damage.
Balla stops regenerating health quickly.
Grappled from Borius, Avatar of Bearness hits Balla for 73 physical damage.
Balla is recovering from the damage!
Melee retaliation hits Borius, Avatar of Bearness for 6 physical, 7 darkness, 6 fire, 5 nature, 5 lightning (29 total damage).
Grappling hits Balla for 2 physical, 2 physical, 2 physical, 2 physical, 1 physical (8 total damage).
Borius, Avatar of Bearness hits Balla for 176 physical damage.
You are unable to move!
You are unable to move!
Balla performs a melee critical strike against Borius, Avatar of Bearness!
Borius, Avatar of Bearness's armor corrodes!
Balla's blood frenzy intensifies!
Balla hits Borius, Avatar of Bearness for 111 physical, 29 mind, 5 physical (145 total damage).
Grappling hits Balla for 31 physical, 8 physical, 2 physical (41 total damage).
Deep Wound from Balla hits Borius, Avatar of Bearness for 47 physical damage.
Grappling hits Balla for 13 physical damage.
Melee retaliation hits Borius, Avatar of Bearness for 6 physical, 7 darkness, 6 fire, 5 nature, 5 lightning (29 total damage).
Borius, Avatar of Bearness hits Balla for 175 physical damage.
Balla the level 17 cornac berserker was impaled to death by Borius, Avatar of Bearness on level 3 of Bearscape.
Balla no longer revels in blood quite so much.