Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
Addons | Steamtech UI 1.0.5 Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Summoner |
Level / Exp | 18 / 90% |
Size | medium |
Lifes / Deaths | Killed by Wakeek the halfling at level 15 on the 13rd Haze 122nd year of Ascendancy at 15:47 0 / 6Killed by ultimate shivgoroth at level 17 on the 32nd Haze 122nd year of Ascendancy at 20:56 Killed by Shasshhiy'Kaish at level 18 on the 73rd Haze 122nd year of Ascendancy at 18:35 Killed by Urkis, the High Tempest at level 18 on the 2nd Decay 122nd year of Ascendancy at 03:43 Killed by Urkis, the High Tempest at level 18 on the 2nd Decay 122nd year of Ascendancy at 07:45 Killed by Urkis, the High Tempest at level 18 on the 4th Decay 122nd year of Ascendancy at 01:59 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 17 (base 11) |
Constitution | 12 (base 10) |
Magic | 13 (base 10) |
Willpower | 52 (base 41) |
Cunning | 52 (base 42) |
Resources
Life | -13/315 |
Equilibrium | 20 |
Healing Factor | 1.4678282541136 |
Regeneration | 5.9447044291601 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 6 |
See Invisible | 5 |
Offense: Mainhand
Damage | 12 |
Accuracy | 35 |
Crit Chance | 24% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 11 |
Accuracy | 35 |
Crit Chance | 24% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 42.733333333333 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Blight | +4% |
Physical | +5% |
Mind | +4% |
All | 0% |
Darkness | +3% |
Lightning | +10% |
Fire | +28% |
Nature | +10% |
Offense: Damage Penetration
Acid | +10% |
Arcane | +5% |
Defense: Base
Armour (hardiness) | 26 (50%) |
Defense | 20.725 |
Ranged Defense | 20.725 |
Fatigue | 5 |
Physical Save | 28.85 |
Spell Save | 22.875 |
Mental Save | 47.303503533124 |
Defense: Resistances
Darkness | + 10%( 70%) |
Lightning | + 20%( 70%) |
Acid | + 6%( 70%) |
Nature | + 13%( 70%) |
Blight | + 3%( 70%) |
Physical | + 5%( 70%) |
Fire | + 18%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Poison Resistance | 30% |
Confusion Resistance | 12% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 180 life. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (utility) | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Master Summoner |
talent | Meditation |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +1. | done |
You failed to protect the lost warrior from death by snow giant thunderer. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Spellblaze Crystal. Escort: worried loremaster (level 3 of Scintillating Caves) | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 8. | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | restorative pair of hardened leather boots (0 def, 3 armour) restorative pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Life regen: +3.30 Healing mod.: +10% A pair of boots made of leather. |
Light source | Singeusher the alchemist's lamp Singeusher the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 blight Changes damage: +15% fire Physical save: +7 Light radius: +3 Healing mod.: +14% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Boritogorn the Smearwrack (2 def, 0 armour) Boritogorn the Smearwrack (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Cun Damage when the wearer is hit: 4 acid Changes resistances: +3% nature / +6% acid Changes damage: +6% nature / +9% acid Mental save: +6 A pointy cloth hat, very wizardly... |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 96.22 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | titan's copper ring of lightning (+20%) titan's copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +4 Rings can have magical properties. |
On fingers | marksman's steel ring of sensing marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Blindness immunity: +24% See stealth: +6 See invisible: +5 Rings can have magical properties. |
Around neck | Belayatta the Flashripper Belayatta the FlashripperInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Damage when the wearer hits(melee): 2 light Damage when the wearer is hit: 16 fire Changes damage: +3% fire Mental save: +8 Confusion immunity: +12% Mindpower: +7 Light radius: +2 Amulets can have magical properties. |
In main hand | hungering vined mindstar of life (6-6.6 power, 18 apr, nature damage) hungering vined mindstar of life (6-6.6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Life regen: +0.50 Hate per kill: +2.00 Psi per kill: +2.00 Maximum life: +10.00 Mindpower: +2 Mental crit. chance: +2% It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 18 cooldown. 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. |
Around waist | Erildil the hardened leather belt Erildil the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 Armour: +8 Defense: +7 Changes stats: +1 Dex Damage when the wearer is hit: 4 physical Changes resistances penetration: +10% acid Physical save: +15 A belt that goes around your waist. |
In off hand | Bilin the Boltstun (5-5.5 power, 18 apr, nature damage) Bilin the Boltstun (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +12 lightning / +4 arcane When wielded/worn: Damage when the wearer is hit: 3 mind / 3 darkness Changes resistances: +3% blight Changes resistances penetration: +5% arcane Changes damage: +4% mind / +3% darkness / +4% nature Physical save: +4 Spell save: +3 Mental save: +3 Disease immunity: +12% Equilibrium when hit: +0.70 Mindpower: +2 Mental crit. chance: +2% 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. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 45 power out of 50/50) : Effective talent level: 1.2 Power cost: 45 out of 50/50. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 53.71 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 17 power out of 50/50) : Effective talent level: 2.0 Power cost: 17 out of 50/50. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 54.43 to 163.30 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
starlit steel amulet of constitution (+3) starlit steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% darkness / +10% light Blindness immunity: +20% Amulets can have magical properties. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +14 confusion When wielded/worn: Accuracy: +12 An oddly twisted club with a hefty weight on the end. |
insulating pair of rough leather boots of evasion (11 def, 1 armour) insulating pair of rough leather boots of evasion (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 Fatigue: +1% Changes resistances: +6% cold / +6% fire It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 25% chance to completely evade them and granting you 12 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
By Green the Shalore Summoner level 12
17th Dusk 122nd year of Ascendancy at 06:13 see stats
By Green the Shalore Summoner level 18
1st Decay 122nd year of Ascendancy at 14:20 see stats
By Green the Shalore Summoner level 16
15th Haze 122nd year of Ascendancy at 19:21 see stats
By Green the Shalore Summoner level 18
69th Haze 122nd year of Ascendancy at 03:11 see stats
By Green the Shalore Summoner level 10
9th Flare 122nd year of Ascendancy at 23:06 see stats
By Green the Shalore Summoner level 17
33rd Haze 122nd year of Ascendancy at 18:10 see stats
By Green the Shalore Summoner level 11
7th Dusk 122nd year of Ascendancy at 22:42 see stats
By Green the Shalore Summoner level 9
1st Flare 122nd year of Ascendancy at 15:26 see stats
By Green the Shalore Summoner level 16
16th Haze 122nd year of Ascendancy at 11:17 see stats
Log
Today is the 4th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:56.
You gain 0.45 gold from the transmogrification of quiver of ash arrows of crippling (11/11, 19.5-27.3 power, 7 apr).
You gain 5.00 gold from the transmogrification of Hornet Stingers (20/20, 20-28 power, 10 apr).
You gain 4.85 gold from the transmogrification of rejuvenating cured leather armour (2 def, 4 armour).
You gain 6.50 gold from the transmogrification of wanderer's pair of dwarven-steel boots of speed (0 def, 4 armour).
You gain 0.07 gold from the transmogrification of woollen robe (0 def, 0 armour).
You gain 1.73 gold from the transmogrification of icy dwarven-steel waraxe of massacre (24.5-34.3 power, 4 apr).
You gain 0.50 gold from the transmogrification of ash magestaff (15-18 power, 3 apr, arcane damage).
You gain 2.52 gold from the transmogrification of steel longsword of gravity (12-16.8 power, 3 apr).
You gain 2.84 gold from the transmogrification of mighty ash longbow of acid.
You gain 1.81 gold from the transmogrification of dwarven-steel greatsword of projection (37.5-60 power, 2 apr).
You gain 0.10 gold from the transmogrification of steel ring.
You gain 2.28 gold from the transmogrification of clarifying gold amulet of constitution (+4).
You gain 2.50 gold from the transmogrification of phase door rune of the duelist (range 10; power 25; dur 4).
You gain 1.50 gold from the transmogrification of wild infusion of the sneak (resist 15%; cure physical).
There is a portal back here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Ran for 2 turns (stop reason: taken damage).
Hurricane from Urkis, the High Tempest hits Pyromancer for 55 lightning damage.
Hurricane from Urkis, the High Tempest hits Green for 50 lightning damage.
Hurricane from Urkis, the High Tempest hits Stone golem for 55 lightning damage.
Hurricane from Urkis, the High Tempest hits Turtle for 41 lightning damage.
Talent Meditation is ready to use.
Hurricane from Urkis, the High Tempest killed Stone golem!
Green meditates on nature.
Green activates Master Summoner.
Saving done.
Saving game...