










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Wyrmic |
Level / Exp | 29 / 8% |
Size | medium |
Lifes / Deaths | Killed by Belita the skeleton magus at level 9 on the 9th Mirth 122nd year of Ascendancy at 20:44 0 / 7Killed by skeleton warrior at level 14 on the 29th Haze 122nd year of Ascendancy at 01:58 Killed by Aletta Soultorn at level 23 on the 7th Decay 122nd year of Ascendancy at 03:39 Killed by Yvaldatta the skeleton warrior at level 25 on the 3rd Regrowth 123rd year of Ascendancy at 01:32 Killed by The Master at level 26 on the 7th Regrowth 123rd year of Ascendancy at 19:28 Killed by elder vampire at level 29 on the 15th Regrowth 123rd year of Ascendancy at 00:00 Killed by The Master at level 29 on the 15th Regrowth 123rd year of Ascendancy at 02:26 |
Antimagic | Follower |
Primary Stats
Strength | 68 (base 45) |
Dexterity | 34 (base 10) |
Constitution | 51 (base 41) |
Magic | 8 (base 10) |
Willpower | 82 (base 43) |
Cunning | 19 (base 10) |
Resources
Life | -66/1062 |
Stamina | 334/364 |
Equilibrium | 117 |
Healing Factor | 1.2840316950178 |
Regeneration | 12.175328002068 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +52.44168646096% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 120 |
Accuracy | 58 |
Crit Chance | 21% |
APR | 18 |
Speed | 0.91 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Light | +15% |
Blight | +3% |
Physical | +15% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 43.08934837382 (81.151787968034%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 40 |
Physical Save | 52 |
Spell Save | 45 |
Mental Save | 42 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 12%( 70%) |
Arcane | + 11%( 70%) |
Cold | + 43%( 70%) |
All | + 6%( 70%) |
Lightning | + 29%( 70%) |
Light | + 12%( 70%) |
Physical | + 20%( 70%) |
Fire | + 21%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 70% |
Teleport Resistance | 20% |
Stun Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
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 240 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 646% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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 successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 57. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed green worm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% 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. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Dex Changes resistances: +5% arcane Physical save: +3 (+1 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 282 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +9 (+5 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+3 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 3 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 79% 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 make your fingers look great! |
Around waist | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +5 Cun / +4 Dex Physical save: +7 (+3 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +8% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 157% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +29 (+8 eff.) Defense: +13 (+7 eff.) Changes stats: +5 Dex / +2 Wil Changes resistances: +3% lightning / +3% blight Changes damage: +3% blight Disarm immunity: +45% Teleport immunity: +20% Only die when reaching: -20.00 life Combat speed: +10% Massive two-handed battleaxes. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +30 (+8 eff.) Armour: +6 Fatigue: +3% Damage when hit (Melee): 2 physical Changes stats: +5 Str Stamina each turn: +2.00 Psi when hit: +0.16 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +3 Str / +4 Con Changes resistances: +7% acid / +8% physical / +8% cold / +7% lightning / +7% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +25% Stun/Freeze immunity: +24% Knockback immunity: +28% Maximum life: +39.00 A suit of armour made of metal plates. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil Changes resistances: +7% acid / +6% light / +7% fire / +6% cold / +5% lightning Changes damage: +15% light Critical mult.: +10.00% Mindpower: +15 (+5 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 | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.18 Wild-gift / Higher draconic abilities Physical save: +13 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +10 (+3 eff.) Amulets make your neck look great! |
Inventory
![]() dwarven-steel waraxe (122% power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
![]() fleetfooted pair of dwarven-steel boots of tirelessness (9 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+5 eff.) Fatigue: +3% Changes stats: +5 Dex Stamina each turn: +0.60 Maximum stamina: +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 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
By Gamerson The Wyrm the Thalore Wyrmic level 28
13rd Regrowth 123rd year of Ascendancy at 02:43 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 17
45th Haze 122nd year of Ascendancy at 21:01 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 14
3rd Haze 122nd year of Ascendancy at 05:50 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 21
74th Haze 122nd year of Ascendancy at 19:59 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 19
62nd Haze 122nd year of Ascendancy at 07:39 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 21
79th Haze 122nd year of Ascendancy at 07:10 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 24
4th Allure 123rd year of Ascendancy at 21:31 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 10
10th Mirth 122nd year of Ascendancy at 00:48 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 20
62nd Haze 122nd year of Ascendancy at 08:53 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 28
12nd Regrowth 123rd year of Ascendancy at 04:25 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 28
13rd Regrowth 123rd year of Ascendancy at 02:43 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 8
3rd Mirth 122nd year of Ascendancy at 06:50 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 28
13rd Regrowth 123rd year of Ascendancy at 02:43 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 8
4th Mirth 122nd year of Ascendancy at 19:26 see stats
By Gamerson The Wyrm the Thalore Wyrmic level 24
8th Decay 122nd year of Ascendancy at 06:50 see stats
Log
Gamerson The Wyrm uses Nature's Balance.
Armoured skeleton warrior is not silenced anymore.
Lord of Skulls (mage) is not silenced anymore.
Lord of Skulls (mage) refocuses the energies of his staff.
Lord of Skulls (mage) receives 47 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 54 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Gamerson The Wyrm for 23 blight damage.
Elder vampire receives 48 healing from Ghoul's purging blight area effect.
The Master receives 25 healing from Ghoul's purging blight area effect.
Gamerson The Wyrm's manaburn arcane area effect hits Lord of Skulls (mage) for 27 arcane damage.
Gamerson The Wyrm's manaburn arcane area effect hits Armoured skeleton warrior for 0 arcane damage.
Gamerson The Wyrm's manaburn arcane area effect hits Gamerson The Wyrm for 0 arcane damage.
Gamerson The Wyrm's manaburn arcane area effect hits Elder vampire for 33 arcane damage.
Gamerson The Wyrm's manaburn arcane area effect hits The Master for 11 arcane damage.
Gamerson The Wyrm uses Mana Clash.
Gamerson The Wyrm hits Lord of Skulls (mage) for 128 arcane damage.
The Master is not silenced anymore.
Lord of Skulls (mage) casts Flame.
Gamerson The Wyrm is stunned!
Gamerson The Wyrm is on fire!
Lord of Skulls (mage) hits Gamerson The Wyrm for 132 fire, 163 physical, 191 fire (486 total damage).
Gamerson The Wyrm's manaburn arcane area effect hits Elder vampire for 14 arcane damage.
Gamerson The Wyrm's manaburn arcane area effect hits Gamerson The Wyrm for 0 arcane damage.
Gamerson The Wyrm's manaburn arcane area effect hits Lord of Skulls (mage) for 8 arcane damage.
Gamerson The Wyrm's manaburn arcane area effect hits Armoured skeleton warrior for 0 arcane damage.
The Master casts Freeze.
The Master hits Gamerson The Wyrm for 148 cold damage.
Gamerson The Wyrm the level 29 thalore wyrmic was iced to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.