









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage |
| Level / Exp | 23 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Islybrekira the wolf at level 23 on the 50th Revenge 124th year of Ascendancy at 17:47 / 1 |
Primary Stats
| Strength | 28 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 81 (base 53) |
| Willpower | 56 (base 42) |
| Cunning | 23 (base 13) |
Resources
| Life | -168/520 |
| Mana | 126/660 |
| Steam | 100/100 |
| Healing Factor | 1.1914285714285 |
| Regeneration | 8.0421428571424 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 13 |
| Crit Chance | 10% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +11% |
| Arcane | +41% |
| Light | +7% |
| Cold | +20% |
Offense: Damage Penetration
| Arcane | +25% |
Defense: Base
| Armour (hardiness) | 17.242464630505 (50%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 3 |
| Physical Save | 28 |
| Spell Save | 41 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 16%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 35%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 31% |
| Bleed Resistance | 100% |
| Silence Resistance | 50% |
| Stun Resistance | 10% |
| Pinning Resistance | 26% |
| Poison Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 176 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 68 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (66 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| 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 182 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shielding |
| talent | Arcane Power |
| detrimental effect | The target has been dominated. It is unable to move and has lost 17 armor and 25 defense. Attacks from Islybrekira the wolf gain 51% damage penetration. Dominated |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | The time distortion has created a restoration field, healing the target for 49 each turn. Temporal Restoration Field |
| beneficial effect | Filled with pure aether forces! Aether Avatar |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 14. Intimidated |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You must explore the Yeti Cave and destroy the patriarch! | active |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +7 Lck / +5 Dex Stealth bonus: +6 Stamina each turn: +0.60 Maximum stamina: +20.00 A pair of boots made of leather. |
| Light source | preserving alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Con Changes resistances: +7% blight Life regen: +4.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather hat 'Bleakreek' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 darkness Changes resistances: +6% acid / +3% darkness / +6% blight / +9% fire / +18% light / +8% cold A hat made of leather. Very stylish. |
| Tool | Galilatharain the dragonbone wand of conjuration [power 400] (5/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +8 Changes resistances: +3% physical Changes damage: +6% physical Only die when reaching: -20.00 life It can be used to fire a magical bolt dealing 200 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Voruvea the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Cun / +2 Str Disarm immunity: +31% Pinning immunity: +26% Knockback immunity: +23% Maximum life: +31.00 Maximum hate: +2.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +4% Light radius: +3 Rings can have magical properties. |
| On fingers | Inertial TwineCrafted 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 (+6 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. |
| Around waist | Weepstreak the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes resistances: +3% acid / +5% arcane / +12% nature Physical save: +7 (+3 eff.) Stun/Freeze immunity: +10% Only die when reaching: -20.00 life Mindpower: +7 (+3 eff.) A belt that goes around your waist. |
| In main hand | yew magestaff of greater warding (20-24 power, 4 apr, cold 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% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +9 (+9 eff.) Maximum wards: +3 cold Changes damage: +20% cold Talents granted: +3 Ward +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Ulfohor the drakeskin leather gloves (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 18 arcane / 11 light Changes stats: +13 Mag / +7 Wil / +2 Cun Changes resistances: +3% mind / +10% arcane / +11% light Changes damage: +16% arcane / +7% light Talent granted: +1 Sand Shredder Critical mult.: +15.00% Maximum hate: +8.00 Maximum psi: +10.00 Spellpower: +11 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | mindwoven woollen robe of life (0 def, 2 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Armour Hardiness: +20% Fatigue: +4% Changes resistances: +6% blight / +9% all Mental save: +17 (+7 eff.) Life regen: +1.50 Maximum life: +52.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled cashmere cloak of protection (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Mag / +2 Wil Spell save: +15 (+5 eff.) Mental save: +7 (+3 eff.) Maximum mana: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +2 Mag / +6 Cun / +6 Con Life regen: +1.00 Stamina each turn: +0.60 Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +37.00 Movement speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.Urthorand the steel greatsword (24.5-39.2 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% lightning / +6% blight Silence immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +20% See invisible: +3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.infernal yew vilestaff of wizardry (20-24 power, 4 apr, fire 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% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 20 fire Changes stats: +3 Mag / +3 Wil Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Maximum mana: +31.00 Spellpower: +18 (+6 eff.) Spell crit. chance: +3% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.3 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 54.77 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
This item will automatically be transmogrified when you leave the level.scouring hardened leather gloves (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 22 arcane resource burn Spell save: +11 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Runihor the dwarven-steel plate armour (20 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +20 (+19 eff.) Fatigue: +22% Changes resistances: +39% cold / +5% arcane / +6% fire Changes damage: +15% mind Teleport immunity: +20% A suit of armour made of metal plates. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
evasive yew totem of healing [power 230] (5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered ash wand of shielding [power 296] (5/26 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 401 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 26 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By mad cow minotaur zombie m the Whitehoof Archmage level 2
10th Retaking 124th year of Ascendancy at 23:55 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By mad cow minotaur zombie m the Whitehoof Archmage level 9
20th Retaking 124th year of Ascendancy at 05:54 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By mad cow minotaur zombie m the Whitehoof Archmage level 10
20th Retaking 124th year of Ascendancy at 05:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By mad cow minotaur zombie m the Whitehoof Archmage level 20
28th Revenge 124th year of Ascendancy at 15:38 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By mad cow minotaur zombie m the Whitehoof Archmage level 17
52nd Retaking 124th year of Ascendancy at 12:54 see stats
Log
Liselaith the tiger hits mad cow minotaur zombie m for 173 physical damage.
Melee retaliation hits Liselaith the tiger for 1 darkness damage.
Mad cow minotaur zombie m casts Teleport.
Mad cow minotaur zombie m loses 50 mana from using a non-Arcane talent!
Islybrekira the wolf uses Rampage.
Islybrekira the wolf begins rampaging!
Islybrekira the wolf uses Slash.
Islybrekira the wolf hits mad cow minotaur zombie m for 351 physical, 10 nature (361 total damage).
Melee retaliation hits Islybrekira the wolf for 2 darkness damage.
Mad cow minotaur zombie m's arcane area effect hits Islybrekira the wolf for 51 arcane damage.
Mad cow minotaur zombie m's arcane area effect hits Treant for 51 arcane damage.
Mad cow minotaur zombie m's arcane area effect hits Something for 51 arcane damage.
Talent Rune: Manasurge is ready to use.
Talent Tidal Wave is ready to use.
Talent Glacial Vapour is ready to use.
Talent Manathrust is ready to use.
Talent Flame is ready to use.
Talent Aether Beam is ready to use.
Talent Arcane Vortex is ready to use.
mad cow minotaur zombie m receives 59 healing from Temporal Restoration Field.
Treant misses mad cow minotaur zombie m.
Islybrekira the wolf uses Dominate.
Mad cow minotaur zombie m has been dominated!
Islybrekira the wolf hits mad cow minotaur zombie m for 211 physical damage.
Melee retaliation hits Islybrekira the wolf for 2 darkness damage.
mad cow minotaur zombie m the level 23 whitehoof archmage was impaled to death by Islybrekira the wolf on level 1 of Sunwall Observatory.
Mad cow minotaur zombie m is not stunned anymore.
Mad cow minotaur zombie m deactivates Shielding.
Mad cow minotaur zombie m deactivates Arcane Power.
Mad cow minotaur zombie m is no longer dominated.

















































































