Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.5.0Donators/Buyers bonus! Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.3Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official 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:
Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.5.0Official 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:
Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Exotic Weapon Master 1.4.3Let your character to be an exotic weapon master: - Allows training of Exotic Weapon Mastery - Gives out more exotic weapons - The Library in Last Hope now sells exotic weapons This addon "borrows" something from two existing addons: - grayswandir's More Exotic Weapons http://te4.org/games/addons/tome/more-exotic-weapons - Effigy's Unlock Exotic Mastery http://te4.org/games/addons/tome/unlock-exotic Thanks to you guys. |
Campaign | Arena |
Mode | Madness Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Archmage |
Level / Exp | 32 / 95% |
Size | medium |
Lifes / Deaths | Killed by orc archer at level 32 on the 79th Pyre 122nd year of Ascendancy at 00:08 / 1 |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 9 (base 10) |
Constitution | 16 (base 11) |
Magic | 73 (base 60) |
Willpower | 58 (base 60) |
Cunning | 12 (base 11) |
Resources
Life | -6/616 |
Mana | 343/430 |
Healing Factor | 1.0483870967742 |
Regeneration | 0.26209677419354 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 37 |
Accuracy | 13 |
Crit Chance | 5% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 16 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 36 |
Mental Save | 46 |
Defense: Resistances
All | -20%( 70%) |
Defense: Immunities
Silence Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 0% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 32% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 59.56 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 386 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 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 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Shielding |
talent | Burning Wake |
talent | Arcane Shield |
talent | Wildfire |
beneficial effect | The target is the epicenter of a terrible arcane storm, he gets +87% arcane resistance. Arcane Storm |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The time distortion has created a restoration field, healing the target for 95 each turn. Temporal Restoration Field |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
On feet | grounding pair of hardened leather boots of uncanny dodging (5 def, 3 armour) grounding pair of hardened leather boots of uncanny dodging (5 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +3% Changes resistances: +8% lightning / +8% temporal A pair of boots made of leather. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | insulating linen wizard hat of lightning (+15%) (1 def, 0 armour) insulating linen wizard hat of lightning (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% lightning / +6% cold / +6% fire Changes damage: +10% lightning A pointy cloth hat, very wizardly... |
Tool | warded stralite torque of mindblast [power 253] (6 cooldown) warded stralite torque of mindblast [power 253] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +2 physical / +3 mind / +5 darkness Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a range 8 beam dealing 126.50 to 253.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | mule's voratun ring of the mountain (+16%) mule's voratun ring of the mountain (+16%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -4% Changes resistances: +16% physical Changes damage: +16% physical Maximum encumbrance: +35 Rings can have magical properties. |
On fingers | gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+8 eff.) Armour penetration: +10 Defense: +10 (+7 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around waist | insulating hardened leather belt of shielding insulating hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +5 Changes resistances: +8% fire / +5% cold It can be used to create a temporary shield that absorbs 170 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
In main hand | shimmering dragonbone magestaff of might (30-36 power, 6 apr, fire element) shimmering dragonbone magestaff of might (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +53.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
On hands | cinder drakeskin leather gloves of the juggernaut (0 def, 3 armour) cinder drakeskin leather gloves of the juggernaut (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 10 fire Changes stats: +3 Con Changes resistances: +6% fire Changes damage: +7% fire Physical save: +18 (+9 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +32% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% and provides a 14% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | mindwoven linen robe of the mountain (+11%) (0 def, 0 armour) mindwoven linen robe of the mountain (+11%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Mental save: +15 (+5 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | resilient linen cloak of the Shaloren (1 def, 0 armour) resilient linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Wil Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+4 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 6/30) : Effective talent level: 4.0 Power cost: 30 out of 6/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 14% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Inventory
Newly picked up restful voratun amulet of teleportationrestful voratun amulet of teleportation Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Teleport immunity: +50% Life regen: +2.20 It can be used to teleport you randomly (rad 57), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties. |
voratun dagger of massacre (44.5-57.85 power, 9 apr) voratun dagger of massacre (44.5-57.85 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 44.5 - 57.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
drakeskin leather sling drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Slings are used to hurl stones or metal shots at your foes. |
ethereal yew starstaff (20-24 power, 4 apr, darkness element) ethereal yew starstaff (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +19 (+11 eff.) Damage (Melee): 7 % chance of confusion Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +14 (+5 eff.) Spell crit. chance: +3% Damage Shield penetration: +16% Staves designed for wielders of magic, by the greats of the art. |
Newly picked up flaming orichalcum trident (54-86.4 power, 16 apr)flaming orichalcum trident (54-86.4 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +19 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident of projection (52.5-84 power, 16 apr) orichalcum trident of projection (52.5-84 power, 16 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orichalcum trident of massacre (66.5-106.4 power, 16 apr) truestriking orichalcum trident of massacre (66.5-106.4 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 66.5 - 106.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+11 eff.) Armour penetration: +17 Changes resistances penetration: +16% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
psionic voratun torque of charged psionic shield [power 147] (20 cooldown) psionic voratun torque of charged psionic shield [power 147] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 147 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of thermal psionic shield [power 199] (24 cooldown) supercharged voratun torque of thermal psionic shield [power 199] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 199 for 7 turns, putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of cure ailments [power 3] (10 cooldown) elven-wood totem of cure ailments [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
bright elven-wood wand of firewall [power 221] (6 cooldown) bright elven-wood wand of firewall [power 221] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to creates a wall of flames lasting 4 turns (dealing 329 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 6 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elven-wood wand of conjuration [power 241] (7 cooldown) quick elven-wood wand of conjuration [power 241] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element with (base) damage 120 to 241, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Hogen the Whitehoof Archmage level 18
75th Pyre 122nd year of Ascendancy at 22:41 see stats
By Hogen the Whitehoof Archmage level 32
78th Pyre 122nd year of Ascendancy at 21:26 see stats
By Hogen the Whitehoof Archmage level 10
75th Pyre 122nd year of Ascendancy at 02:28 see stats
By Hogen the Whitehoof Archmage level 20
76th Pyre 122nd year of Ascendancy at 09:56 see stats
By Hogen the Whitehoof Archmage level 30
78th Pyre 122nd year of Ascendancy at 03:15 see stats
By Hogen the Whitehoof Archmage level 31
78th Pyre 122nd year of Ascendancy at 18:33 see stats
By Hogen the Whitehoof Archmage level 21
76th Pyre 122nd year of Ascendancy at 15:39 see stats
Log
Hogen's spell attains critical power!
Orc archer's Shoot performs a ranged critical strike against Hogen!
Hogen is covered in acid!
Orc archer's Shoot hits Hogen for (226 to time), 0 physical, (72 to time), 0 nature, (13 to time), 0 acid (0 total damage).
Orc archer's Shoot hits Hogen for (227 to time), 0 physical, (34 to time), 0 light, (8 to time), 0 arcane, (26 to time), 0 fire (0 total damage).
Orc archer calms down.
Arcane Vortex from Hogen hits Orc archer for 30 arcane damage.
Talent Flame is ready to use.
Talent Phase Door is ready to use.
Acid Splash from Orc archer hits Hogen for (6 to time), 0 acid (0 total damage).
Orc archer shoots!
Orc archer shoots!
Your time shield crumbles under the damage!
The fabric of time around Hogen stabilizes to normal.
The powerful time-altering energies generate a restoration field on Hogen.
Hogen is free from the acid.
Hogen's cleansing fire area effect hits Hogen for (3 to time), 0 fire (0 total damage).
Hogen's cleansing fire area effect hits Orc archer for 43 fire damage.
Hogen's arcane area effect hits Hogen for (17 to time), 0 arcane (0 total damage).
Hogen's cleansing fire area effect hits Hogen for (3 to time), 0 fire (1 total damage).
Orc archer's Shoot performs a ranged critical strike against Hogen!
Orc archer roars triumphantly.
Orc archer's Shoot hits Hogen for 155 physical, 76 nature, 14 acid (247 total damage).
Orc archer's Shoot hits Hogen for 306 physical, 34 light, 8 arcane (350 total damage).
Hogen the level 32 whitehoof archmage was dweomered to death by an orc archer on level 51 of The Arena.
Orc archer's Shoot killed Hogen!
Hogen deactivates Wildfire.
Hogen deactivates Burning Wake.
Hogen deactivates Arcane Shield.
Hogen deactivates Shielding.