









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
Forbidden Cults 1.6.0Official 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.
Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Better Item Description 1.5.10This 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 Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This 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. |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Archmage |
Level / Exp | 15 / 75% |
Size | medium |
Lifes / Deaths | Killed by Zubykira the whitehoof maulotaur at level 15 on the 32nd Retaking 124th year of Ascendancy at 00:03 / 1 |
Primary Stats
Strength | 65 (base 41) |
Dexterity | 40 (base 41) |
Constitution | 43 (base 41) |
Magic | 61 (base 41) |
Willpower | 42 (base 41) |
Cunning | 47 (base 41) |
Resources
Life | -30/406 |
Mana | 523/988 |
Steam | 140/140 |
Healing Factor | 1.2323943661972 |
Regeneration | 0.30809859154929 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +100% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 11 |
See Stealth | 96.108053391009 |
See Invisible | 119.59317724102 |
Offense: Mainhand
Damage | 35 |
Accuracy | 58 |
Crit Chance | 14% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 30% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Cold | +11% |
Darkness | +15% |
Light | +10% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 25.642078579158 (75.817490494297%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 31 |
Mental Save | 34 |
Defense: Resistances
Darkness | + 25%( 70%) |
Light | + 35%( 70%) |
Cold | + 37%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 43%( 70%) |
Fire | + 23%( 70%) |
All | + 19%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Cunning stat. |
Class Talents
Spell / Meta | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Ice | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Air | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Arcane | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Phantasm | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Earth | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Fire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Water | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Storm | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 2.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 2.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Race / Whitehooves | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 2.00 |
| 3/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Steamtech / Physics | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Steamtech / Chemistry | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Divination | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Conveyance | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Effects
talent | Stone Skin |
talent | Keen Senses |
talent | Arcane Shield |
talent | Blur Sight |
talent | Phantasmal Shield |
talent | Spellcraft |
talent | Quicken Spells |
talent | Shielding |
talent | Arcane Power |
beneficial effect | Increases defense by 21. Mobile Defense |
beneficial effect | You have 5 charges. Death Momentum |
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. | 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. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | 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 |
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. | active |
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 fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Mind.save +4 (+2 eff.) Rings can have magical properties. |
On feet | ![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% cold +5% fire A pair of boots made of leather. |
Main armor | ![]() 2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +16% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On hands | ![]() 1.5 T2 hands armor [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness ---------- misc Infravis +2 Track: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 7 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Wil +2 Cun dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +10% blight Skullcracker: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 116.2 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. It was hardened by the digestive sack. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Mind.crit +4% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness +15% mind ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +14 (+7 eff.) ---------- misc Equi/ret +0.16 Max.hate +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 134 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +16 (+6 eff.) S.pwr/crit +5 Dmg.mod +15% light Phasing +13% ----- def ----- Defense +10 (+3 eff.) Shield.pwr +6% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 34.55 to 41.46 light damage Puts all charms on 4 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +2 Dmg.mod +15% cold ----- def ----- Armour +4 Defense +4 (+1 eff.) ---------- misc Wards +2 cold Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
![]() 1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 86 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. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Spino the Whitehoof Archmage level 10
15th Retaking 124th year of Ascendancy at 00:15 see stats
By Spino the Whitehoof Archmage level 10
14th Retaking 124th year of Ascendancy at 16:08 see stats
By Spino the Whitehoof Archmage level 14
20th Retaking 124th year of Ascendancy at 15:48 see stats
By Spino the Whitehoof Archmage level 14
20th Retaking 124th year of Ascendancy at 16:05 see stats
By Spino the Whitehoof Archmage level 14
20th Retaking 124th year of Ascendancy at 16:05 see stats
Log
Spino casts Illuminate.
Quasit loses sight!
Spino hits Quasit for 210 light damage.
Spino killed Quasit!
There is an item here: schematic: Voltaic Shell
Learnt new tinker schematic: Voltaic Shell
Spino drops on the floor: schematic: Healing Salve.
Spino drops on the floor: schematic: Steamgun.
Today is the 32nd Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Whitehoof maulotaur misses Spino.
Spino casts Blastwave.
Whitehoof ghoul is on fire!
Whitehoof ghoul is knocked back!
Whitehoof maulotaur is on fire!
Whitehoof maulotaur resists the punch!
Spino hits Whitehoof ghoul for (15 resist armour), 81 fire (81 total damage).
Spino hits Whitehoof maulotaur for (41 resist armour), 55 fire (55 total damage).
Talent Aether Beam is ready to use.
Whitehoof maulotaur casts Lightning.
Whitehoof maulotaur hits Spino for (42 resist armour), 110 lightning (110 total damage).
Zubykira the whitehoof maulotaur uses Lifeless Rush.
Burning from Spino hits Whitehoof maulotaur for (32 resist armour), 0 fire (0 total damage).
Burning from Spino hits Whitehoof ghoul for (15 resist armour), 17 fire (17 total damage).
Zubykira the whitehoof maulotaur casts Lightning.
Saving game...