









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Select your Escorts 1.5.10Allows 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:
Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
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:
Better Item Description 1.5.10This 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 1.5.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Alchemist |
Level / Exp | 12 / 43% |
Size | medium |
Lifes / Deaths | Killed by corrupted thief at level 12 on the 78th Dusk 122nd year of Ascendancy at 01:04 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 29 (base 27) |
Magic | 41 (base 37) |
Willpower | 17 (base 11) |
Cunning | 10 (base 10) |
Resources
Life | -2/339 |
Mana | 158/182 |
Healing Factor | 1.543216080402 |
Regeneration | 64.707050251257 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 20 |
See Invisible | 10 |
Offense: Mainhand
Damage | 49 |
Accuracy | 4 |
Crit Chance | 3% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +28% |
Light | +10% |
Darkness | +12% |
Arcane | +4% |
Fire | +7% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 6 |
Physical Save | 17 |
Spell Save | 20 |
Mental Save | 14 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 31%( 70%) |
Cold | + 44%( 70%) |
All | + 14%( 70%) |
Lightning | + 41%( 70%) |
Light | + 40%( 70%) |
Mind | + 17%( 70%) |
Fire | + 27%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 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 / Explosive admixtures | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Stone alchemy | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Flame Infusion |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Huge cut that bleeds, doing 16.83 physical damage per turn. Bleeding |
beneficial effect | A flow of life spins around the target, regenerating 40.68 life per turn. Regeneration |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Shade. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | 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
Quiver | ![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +12% darkness Res.pen +10% darkness +10% mind ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +3% mind A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 3/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 100.09 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+3 eff.) Max.HP +25.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 115% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +8 (+4 eff.) Dmg.mod +17% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T1 light armor [Ego] Nature/Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Max.HP +22.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+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 | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 25 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 13.11 nature damage per turn for 7 turns, and reducing the target's healing received by 30%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex dps ---------- S.pwr/crit +8 Dmg.mod +12% darkness Phasing +20% ----- def ----- Resists +24% darkness Spell.save +12 (+6 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+5 eff.) Rings can have magical properties. |
![]() 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Rare] Psionic Power 121% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Phasing +50% Melee+ +7 mind +12 physical On Hit: * 40% chance to corrode armour by 30% * 23% chance to cause random gloom While equipped: Stats +3 Dex +3 Wil +3 Cun dps ---------- Phys.crit +1.0% Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 45% Str, 10% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness 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 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 82.12 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. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Disrupt Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Resists +13% acid +9% lightning +9% fire +6% nature +9% cold Spell.save +7 (+3 eff.) Disease- +5% Confus- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: Stats +4 Str +1 Mag dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+4 eff.) ----- def ----- HP.reg +1.00 ---------- misc Mana/turn +0.04 Vim/s.crit +1.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +2 Cun dps ---------- Res.pen +11% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +14 (+7 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 insidious poison +20 fire While equipped: dps ---------- Dmg.mod +21% fire ----- def ----- Resists +9% nature +3% fire One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +3.5% Atk.spd 100% Phasing +10% One-handed war axes. |
![]() 2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +12% temporal ----- def ----- Resists +12% temporal Spell.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T3 hands armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Melee+ 10 lightning Dmg.mod +5% lightning Res.pen +25% physical Acc +8 (+8 eff.) ----- def ----- Armour +2 Defense +9 (+9 eff.) Rng.Def +9 (+9 eff.) Resists +7% lightning Die.at -20.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor Reqs Heavy Armour Training [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +5% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 14.0 T1 heavy armor Reqs Str 14 Heavy Armour Training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +11% blight +11% nature +17% lightning A suit of armour made of mail. |
![]() 9.0 T2 light armor Reqs Str 14 [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Resists +6% physical +11% light +11% darkness Phys.save +11 (+7 eff.) A suit of armour made of leather. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Isuyann the Cornac Alchemist level 8
9th Dusk 122nd year of Ascendancy at 02:13 see stats
By Isuyann the Cornac Alchemist level 10
61st Dusk 122nd year of Ascendancy at 01:58 see stats
By Isuyann the Cornac Alchemist level 7
2nd Summertide 122nd year of Ascendancy at 16:33 see stats
Log
Isuyann uses Infusion: Regeneration.
Isuyann starts regenerating health quickly.
Corrupted thief casts Drain.
Corrupted thief's Drain hits Isuyann for 53 blight damage.
Isuyann casts Channel Staff.
Corrupted thief casts Searing Light.
Corrupted thief hits Isuyann for 22 light damage.
Isuyann's Channel Staff hits Corrupted thief for 80 lightning damage.
Corrupted thief's light area effect hits Isuyann for 11 light damage.
Corrupted thief casts Moonlight Ray.
Corrupted thief hits Isuyann for 60 darkness damage.
Corrupted thief is on fire!
Isuyann's Flame hits Corrupted thief for 55 fire damage.
Corrupted thief's light area effect hits Isuyann for 11 light damage.
Burning from Isuyann hits Corrupted thief for 18 fire damage.
Isuyann casts Channel Staff.
Corrupted thief uses Infusion: Wild.
Corrupted thief stops burning.
Corrupted thief is cured!
Corrupted thief lessens the pain.
Isuyann's Channel Staff hits Corrupted thief for 70 lightning damage.
Corrupted thief's light area effect hits Isuyann for 11 light damage.
Isuyann casts Channel Staff.
Corrupted thief casts Rend.
Isuyann starts to bleed.
Saving game...