












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! 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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Adventurer | 
| Level / Exp | 13 / 32% | 
| Size | medium | 
| Lifes / Deaths | Killed by red crystal at level 13 on the 17th Profit 122nd year of Ascendancy at 10:53  / 1 | 
Primary Stats
| Strength | 22 (base 16) | 
| Dexterity | 11 (base 12) | 
| Constitution | 18 (base 12) | 
| Magic | 33 (base 26) | 
| Willpower | 36 (base 23) | 
| Cunning | 33 (base 19) | 
Resources
| Life | -62/420 | 
| Equilibrium | 30 | 
| Psi | 50/126 | 
| Healing Factor | 0.57113635492672 | 
| Regeneration | 3.569602218292 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +25% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| See Stealth | 5 | 
| See Invisible | 5 | 
Offense: Mainhand
| Damage | 37 | 
| Accuracy | 28 | 
| Crit Chance | 9% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 19 | 
| Accuracy | 28 | 
| Crit Chance | 9% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 14 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 34 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Temporal | +10% | 
| Lightning | +15% | 
| Acid | +4% | 
| All | 0% | 
Offense: Damage Penetration
| Fire | +5% | 
| Nature | +10% | 
Defense: Base
| Armour (hardiness) | 31.118138619369 (56.297102139833%) | 
| Defense | 5 | 
| Ranged Defense | 5 | 
| Fatigue | 30 | 
| Physical Save | 14 | 
| Spell Save | 24 | 
| Mental Save | 39 | 
Defense: Resistances
| Lightning | + 56%( 70%) | 
| Nature | + 10%( 70%) | 
| Temporal | + 10%( 70%) | 
| Blight | + 13%( 70%) | 
| Acid | + 12%( 70%) | 
| Mind | + 3%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Pinning Resistance | 21% | 
| Disarm Resistance | 22% | 
| Confusion Resistance | 18% | 
| Fear Resistance | 18% | 
| Stun Resistance | 18% | 
| Poison Resistance | 20% | 
| Knockback Resistance | 58% | 
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 185 life over 5 turns. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 50 then cleanse 1 wound, poison, and disease effect.  | 
Class Talents
| Cursed / Gloom | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Earthen power | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Moss | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Earthen vines | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cursed / Cursed form | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Feedback | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Finer energy manipulations | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Cursed / Cursed aura | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 2/5 | 
  | 0/5 | 
  | 2/5 | 
  | 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.  | done | 
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5.  | done | 
Escort the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest) | active | 
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great.  | 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 | 
Equipment
| Psionic focus |  agate0.0 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.  | 
| On hands |  iron gauntlets 'Squalorpanic' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +4% acid Melee Ret 6 nature ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +3% mind +3% blight Max.HP +20.00 HP.reg +4.00 Knockbk- +20% 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.  | 
| Light source |  bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +5 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  shielding linen wizard hat of time (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% temporal ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal Spell.save +5 (+3 eff.) A pointy cloth hat, very wizardly...  | 
| On feet |  scholar's pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Tool |  innervating elm totem of summon tentacle [power 100]  (24/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 102 Armor: 3 All Resist: 1 Puts all charms on 25 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  copper ring 'Hettasarain'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +12% lightning Apr +5 ----- def ----- Resists +24% lightning Rings make your fingers look great!  | 
| On fingers |  Sparkwrecker the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% fire ----- def ----- Mind.save +18 (+6 eff.) Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +20% ---------- misc Hate/m.crit +1.00 Rings make your fingers look great!  | 
| Around neck |  cleansing steel amulet of willpower (+2)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Wil ----- def ----- Resists +10% nature +10% blight Poison- +20% Disease- +24% Amulets make your neck look great!  | 
| In main hand |  iron shield (0 def, 2 armour, 11-13 power, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 11.0 - 13.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices.  | 
| Around waist |  Getelen1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +18% Summoned Apr +2 Melee Ret 4 physical ----- def ----- Resists +3% acid D.Red.from +18% Summoned ---------- misc Max.stam +20.00 A belt that goes around your waist.  | 
| In off hand |  iron shield (0 def, 2 armour, 11-13 power, 20 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 11.0 - 13.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices.  | 
| Cloak |  linen cloak 'Mygrim' (1 def, 4 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +3% acid Die.at -40.00 life Max.HP +32.00 HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  dwarven-steel mail armour 'Flowertrail' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Master/Psionic While equipped: Stats +5 Mag +6 Wil +4 Cun dps ---------- Res.pen +10% nature ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +32% lightning Mind.save +12 (+4 eff.) A suit of armour made of mail.  | 
Inventory
 steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist.  | 
 Galabar the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Dmg.mod +9% arcane Res.pen +5% arcane ----- def ----- Armour +3 Fatigue +2% Resists +6% darkness +3% light Phys.save +6 (+6 eff.) Max.HP +60.00 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 3 agate0.0 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.  | 
 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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)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.  | 
 Transmogrification Chest2.0 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.  | 
 amethyst0.0 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.  | 
 ash wand of lightning storm 'Tarridudas' [power 212]  (24/15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Dmg.mod +9% physical ----- def ----- Resists +3% acid Die.at -20.00 life Teleport- +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (243 total damage) Puts all charms on 15 cooldown 100% to heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 3 ametrine0.0 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.  | 
 5 zircon0.0 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
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Tony the Dwarf Adventurer level 10
8th Profit 122nd year of Ascendancy at 12:44 see stats
			Squadmate (Nightmare (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Tony the Dwarf Adventurer level 5
18th Voratun 122nd year of Ascendancy at 13:23 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Tony the Dwarf Adventurer level 9
3rd Profit 122nd year of Ascendancy at 08:35 see stats
Log
Xukira the hummerhorn hits Tony for 6 physical, 0 lightning, 3 fire, 1 acid, 4 physical, 0 lightning, 3 fire, 1 acid (18 total damage).
Tempest of Metal hits Tony for 3 physical, 0 lightning, 3 fire, 1 acid, 1 physical, 0 lightning, 3 fire, 1 acid (12 total damage).
Melee retaliation hits Xukira the hummerhorn for 4 nature, 2 physical, 4 nature, 2 physical, 4 nature, 2 physical, 0 nature, 2 physical (21 total damage).
Tony is no longer harassed.
Mindrot hits Xukira the hummerhorn for 4 mind, 4 darkness (8 total damage).
Tony receives 2 healing.
Stone Vine from Tony hits Giant acid ant for 9 nature, 7 arcane (16 total damage).
Tony's impeding nature area effect hits Xukira the hummerhorn for 10 nature damage.
Stone Vine from Tony hits Giant carpenter ant for 9 nature, 7 arcane (16 total damage).
Tony receives 13 healing from Unnatural Body.
Bleeding from Xukira the hummerhorn hits Tony for 2 physical damage.
Burning from Red crystal hits Tony for 84 fire damage.
Xukira the hummerhorn uses Implant: Steam Generator.
Xukira the hummerhorn performs a melee critical strike against Tony!
Tony counter attacks Xukira the hummerhorn with his shield shards!
Xukira the hummerhorn hits Tony for 8 physical, 0 lightning, 3 fire, 1 acid, 2 physical, 0 lightning, 3 fire, 1 acid (18 total damage).
Tempest of Metal hits Tony for 2 physical, 0 lightning, 3 fire, 1 acid, 1 physical, 0 lightning, 3 fire, 1 acid (10 total damage).
Melee retaliation hits Xukira the hummerhorn for 7 nature, 5 physical, 7 nature, 5 physical, 7 nature, 5 physical, 7 nature, 5 physical (48 total damage).
Tony hits Xukira the hummerhorn for 20 nature, 10 acid, 18 nature, 10 acid (57 total damage).
Tony points his innervating elm totem of summon tentacle at a spot nearby, releasing a writhing tentacle!
Tony activates his innervating elm totem of summon tentacle!
Xukira the hummerhorn shrugs off the effect 'Slippery Moss'!
Tony's impeding nature area effect hits Xukira the hummerhorn for 10 nature damage.
Tony receives 2 healing.
Stone Vine from Tony hits Giant acid ant for 18 nature, 14 arcane (32 total damage).
Tony receives 7 healing from Unnatural Body.
Burning from Red crystal hits Tony for 75 fire damage.
Tony the level 13 dwarf adventurer was flamed to death by a red crystal on level 2 of Old Forest.







































































