










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Orc |
| Class | Archmage (Technomancer) |
| Level / Exp | 25 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Gonn the sewer alligator at level 15 on the 36th Retaking 124th year of Ascendancy at 07:29 0 / 7Killed by Vorybeth at level 15 on the 37th Retaking 124th year of Ascendancy at 05:55 Killed by Adyta the larvae bloated ritch mother at level 19 on the 45th Retaking 124th year of Ascendancy at 10:23 Killed by Star Gazer at level 25 on the 18th Revenge 124th year of Ascendancy at 04:04 Killed by Ldisimreri the shalore at level 25 on the 18th Revenge 124th year of Ascendancy at 16:08 Killed by Ernaseldar the shalore at level 25 on the 18th Revenge 124th year of Ascendancy at 20:31 Killed by Imirnie the shalore at level 25 on the 18th Revenge 124th year of Ascendancy at 21:37 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 21 (base 13) |
| Magic | 70 (base 55) |
| Willpower | 38 (base 13) |
| Cunning | 66 (base 43) |
Resources
| Life | -36/410 |
| Mana | 194/223 |
| Steam | 74/100 |
| Healing Factor | 1.396387434555 |
| Regeneration | 3.8400654450262 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 11 |
| Crit Chance | 21% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +68% |
| Light | +10% |
| Mind | +10% |
| Arcane | +5% |
| Fire | +22% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +72% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 13 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 31 |
| Mental Save | 38 |
Defense: Resistances
| Nature | + 39%( 70%) |
| Lightning | + 30%( 70%) |
| Cold | + 56%( 70%) |
| Darkness | + 22%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 44%( 70%) |
| Fire | + 39%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 31% |
| Confusion Resistance | 100% |
| Pinning Resistance | 19% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar 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: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 57%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Galvanic technomancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 6/5 |
| 3/5 |
| 7/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Hurricane |
| talent | Tempest |
| talent | Arcane Power |
| talent | Feather Wind |
| beneficial effect | The target's spellpower has been increased by 7. Spellsurge |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the 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 |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of hardened leather boots 'Hellsbearer' (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +3 Wil Changes resistances: +6% fire Critical mult.: +5.00% Physical save: +10 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+3 eff.) Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +3.00 Mindpower: +20 (+6 eff.) A pair of boots made of leather. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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 | Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-10 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Mental save: +6 (+2 eff.) Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
| Tool | The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | titan's steel ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Rings can have magical properties. |
| On fingers | steel ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | lifebinding elven-wood magestaff of invocation (129% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +25% lightning Talent granted: +1 Command Staff Life regen: +0.50 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +25 (+6 eff.) Spell crit. chance: +4% Healing mod.: +16% It can be used to conjure elemental energy in a radius 8 cone, dealing 24.07 to 28.88 lightning damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | steady hardened leather gloves of spellstriking (0 def, 2 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+4 eff.) Armour: +2 Damage (Melee): 4 arcane Changes stats: +5 Mag / +4 Wil Changes resistances: +7% arcane Changes damage: +5% arcane Talent granted: +1 Sand Shredder Physical save: +7 (+4 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +26% Spellpower: +9 (+2 eff.) When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +4 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Calm (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+11 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Talent granted: +2 Arcane Dynamo Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Spellpower: +20 (+5 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | enveloping linen cloak of the Shaloren (8 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+7 eff.) Changes stats: +1 Mag / +2 Wil Changes resistances: +10% nature / +10% cold Physical save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+3 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Inventory
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
hardened leather hat 'Thundermarrow' (15 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+9 eff.) Physical crit. chance: +3.0% Armour: +9 Defense: +15 (+11 eff.) Fatigue: +3% Changes stats: +0 Cun / +5 Wil Changes resistances: +6% lightning / +4% all Changes resistances penetration: +5% lightning Critical mult.: +5.00% Physical save: +7 (+4 eff.) Mental save: +0 (+0 eff.) A hat made of leather. Very stylish. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent fiery salve [power 17] potent fiery salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 126% efficiency and 60% cooldown modifier. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent frost salve [power 17] potent frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 126% efficiency and 60% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent healing salve [power 220] potent healing salve [power 220]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 126% efficiency and 60% cooldown modifier. It can be used to heal 220 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent water salve [power 17] potent water salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 126% efficiency and 60% cooldown modifier. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (17% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 Tinkers can be attached to normal items to improve them with steam power! |
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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Vorybeth the Orc Archmage level 11
25th Retaking 124th year of Ascendancy at 15:16 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Vorybeth the Orc Archmage level 13
31st Retaking 124th year of Ascendancy at 23:45 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Vorybeth the Orc Archmage level 10
22nd Retaking 124th year of Ascendancy at 18:22 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Vorybeth the Orc Archmage level 20
45th Retaking 124th year of Ascendancy at 16:34 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Vorybeth the Orc Archmage level 24
8th Revenge 124th year of Ascendancy at 02:44 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Vorybeth the Orc Archmage level 17
40th Retaking 124th year of Ascendancy at 03:01 see stats
Log
Talent Tempest is ready to use.
Talent Arcane Power is ready to use.
Vorybeth activates Hurricane.
Vorybeth activates Tempest.
Vorybeth activates Arcane Power.
Saving done.
You are sent back to the material plane!
Vorybeth casts Phase Door.
Ghoulking uses Ghoulish Leap.
Ghoulking speeds up.
Ldisimreri the shalore casts Timeless.
Ernaseldar the shalore casts Searing Light.
Vorybeth's spell attains critical power!
Vorybeth is surging arcane power.
Ernaseldar the shalore hits Vorybeth for 168 light damage.
Thunderstorm hits Ghast for 26 lightning damage.
Thunderstorm hits Ernaseldar the shalore for 25 lightning, 73 lightning (97 total damage).
Thunderstorm hits Armoured skeleton warrior for 26 lightning damage.
Ghast is dazed!
Ernaseldar the shalore is dazed!
Something hits Vorybeth for 282 light damage.
Vorybeth the level 25 orc archmage was jerkied to death by Imirnie the shalore on level 1 of Ambush!.
Vorybeth deactivates Feather Wind.
Vorybeth deactivates Tempest.
Vorybeth deactivates Hurricane.
Vorybeth deactivates Thunderstorm.
The furious lightning storm around Vorybeth calms down and disappears.
Vorybeth is no longer surging arcane power.
Vorybeth deactivates Arcane Power.





















































































