















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 1.6.6Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 22 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by slaver at level 15 on the 58th Dusk 122nd year of Ascendancy at 06:51 0 / 6Killed by Betilralle the Guardian at level 17 on the 30th Haze 122nd year of Ascendancy at 19:19 Killed by Eilinolle the Guardian at level 17 on the 30th Haze 122nd year of Ascendancy at 23:23 Killed by Chronolith Clone at level 21 on the 8th Allure 123rd year of Ascendancy at 13:02 Killed by snow giant thunderer at level 21 on the 8th Allure 123rd year of Ascendancy at 21:17 Killed by Urkis, the High Tempest at level 22 on the 13rd Regrowth 123rd year of Ascendancy at 20:29 |
Primary Stats
| Strength | 18 (base 14) |
| Dexterity | 69 (base 51) |
| Constitution | 12 (base 12) |
| Magic | 14 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 57 (base 38) |
Resources
| Life | -13/464 |
| Stamina | 113/186 |
| Healing Factor | 1.3764835164835 |
| Regeneration | 111.72916703297 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 66 |
| Crit Chance | 29% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 66 |
| Crit Chance | 21% |
| APR | 30 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +10% |
| Temporal | +9% |
| Nature | +21% |
| Darkness | +15% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +40% |
| Nature | +45% |
| All | +30% |
Defense: Base
| Armour (hardiness) | 10 (70.376569037657%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 21 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 56%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 36%( 70%) |
| Darkness | + 10%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cunning / Artifice | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Trained Reactions |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target is focused on penetrating defenses, increasing armor penetration by 24, accuracy by 36, and all damage penetration by 30%. Expose Weakness |
| beneficial effect | A flow of life spins around the target, regenerating 76.32 life per turn. Regeneration |
| detrimental effect | The target is in the center of a lightning hurricane, doing 37.82 to 113.47 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | Parrying melee and ranged attacks: Has a 70% chance to deflect up to 13 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 pouch of luminous horror dust. * You've found the needed ice ant stinger. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Flashoracle (21/21, 29-40.6 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Nature/Master/Psionic Power 29.0 - 40.6 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 21 Ranged+ +12 blight +12 lightning +8 nature +8 darkness Against +11% Living On Crit.r2 +12 blight On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Flowerfear (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +9% temporal +21% nature Res.pen +15% nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+0 eff.) Resists +18% nature +9% lightning A pointy cloth hat, very wizardly... |
| On hands | steady hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +18 (+5 eff.) ----- def ----- Armour +2 Phys.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +20% Unarmed combat: Power 17.5 - 19.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Acc +12 Apr +3 Crit +8.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | overpowered ash totem of thorny skin [power 50] (27 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 40% Puts all charms on 27 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 32.50 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 6/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Glorarin0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Lck dps ---------- Acc +10 (+3 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +8 (+2 eff.) Fatigue -7% Resists +6% lightning +6% light +6% blight +5% arcane +3% acid Phys.save +13 (+7 eff.) Spell.save +11 (+6 eff.) Mind.save +14 (+5 eff.) Unseen.red 12% HP.reg +1.00 Amulets can have magical properties. |
| In main hand | Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex, 10% Mag Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 77.35 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +16% cold Max.HP +30.00 HP.reg +3.60 Heal.mod +11% A suit of armour made of leather. |
Inventory
wanderer's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Phys.save +11 (+6 eff.) Mind.save +11 (+4 eff.) A pair of boots made of leather. |
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. |
aquamarine0.0 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
sapper's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By IHaveSkinNow the Cornac Rogue level 12
37th Dusk 122nd year of Ascendancy at 08:30 see stats
Exterminator
Killed 1000 creatures.By IHaveSkinNow the Cornac Rogue level 18
65th Haze 122nd year of Ascendancy at 09:24 see stats
Level 10
Got a character to level 10.By IHaveSkinNow the Cornac Rogue level 10
7th Mirth 122nd year of Ascendancy at 00:29 see stats
Level 20
Got a character to level 20.By IHaveSkinNow the Cornac Rogue level 20
6th Allure 123rd year of Ascendancy at 03:24 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By IHaveSkinNow the Cornac Rogue level 12
29th Dusk 122nd year of Ascendancy at 06:20 see stats
The Arena
Unlocked Arena mode.By IHaveSkinNow the Cornac Rogue level 9
2nd Mirth 122nd year of Ascendancy at 08:12 see stats
The secret city
Discovered the truth about mages.By IHaveSkinNow the Cornac Rogue level 22
9th Regrowth 123rd year of Ascendancy at 03:51 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By IHaveSkinNow the Cornac Rogue level 15
58th Dusk 122nd year of Ascendancy at 23:58 see stats
Treasure Hunter
Amassed 1000 gold pieces.By IHaveSkinNow the Cornac Rogue level 19
67th Haze 122nd year of Ascendancy at 09:18 see stats
Log
IHaveSkinNow resists the shadowy cut
IHaveSkinNow resists the shadowy cut
IHaveSkinNow hits Iceblock for 32 physical, 0 arcane, 56 darkness, 48 physical, 0 arcane, 32 light, 0 arcane, 52 darkness, 45 physical, 0 arcane, 33 light, 0 arcane, 38 darkness, 33 physical, 0 arcane, 31 light, 0 arcane (395 total damage).
Hurricane from Urkis, the High Tempest hits IHaveSkinNow for (32 to ice), 48 lightning (48 total damage).
Urkis, the High Tempest's spell attains critical power!
Urkis, the High Tempest casts Shock.
Bleeding from IHaveSkinNow hits Iceblock for 6 physical damage.
Deadly Poison from IHaveSkinNow hits Iceblock for 24 nature damage.
Thunderstorm hits IHaveSkinNow for (12 to ice), 17 lightning (17 total damage).
IHaveSkinNow resists!
Urkis, the High Tempest's Shock hits IHaveSkinNow for (59 to ice), 88 lightning (88 total damage).
IHaveSkinNow performs a melee critical strike against IHaveSkinNow!
IHaveSkinNow resists the shadowy cut
IHaveSkinNow performs a melee critical strike against IHaveSkinNow!
IHaveSkinNow forces the iceblock to shatter.
IHaveSkinNow is free from the ice.
IHaveSkinNow hits Iceblock for 53 darkness, 46 physical, 0 arcane, 0 arcane (98 total damage).
Talent Heartseeker is ready to use.
Hurricane from Urkis, the High Tempest hits IHaveSkinNow for 96 lightning damage.
Bleeding from IHaveSkinNow hits Urkis, the High Tempest for 6 physical damage.
Deadly Poison from IHaveSkinNow hits Urkis, the High Tempest for 24 nature damage.
Thunderstorm hits IHaveSkinNow for 43 lightning damage.
IHaveSkinNow the level 22 cornac rogue was shocked to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
The Hurricane around IHaveSkinNow dissipates.
IHaveSkinNow deactivates Numbing Poison.
IHaveSkinNow stops regenerating health quickly.
IHaveSkinNow is no longer focused on penetrating defenses.
IHaveSkinNow deactivates Trained Reactions.
IHaveSkinNow deactivates Apply Poison.




















































































