











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This 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 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Summoner |
Level / Exp | 23 / 57% |
Size | medium |
Lifes / Deaths | Killed by fire drake hatchling at level 20 on the 52nd Dusk 122nd year of Ascendancy at 15:27 / 2Killed by fire drake at level 23 on the 7th Decay 122nd year of Ascendancy at 10:20 |
Antimagic | Follower |
Primary Stats
Strength | 19 (base 16) |
Dexterity | 17 (base 11) |
Constitution | 25 (base 20) |
Magic | 10 (base 10) |
Willpower | 66 (base 37) |
Cunning | 58 (base 41) |
Resources
Life | -55/571 |
Equilibrium | 52 |
Healing Factor | 1.3353846153846 |
Regeneration | 45.282892307692 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 66.500694348103 |
See Invisible | 84.500694348103 |
Offense: Mainhand
Damage | 19 |
Accuracy | 43 |
Crit Chance | 21% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 19 |
Accuracy | 43 |
Crit Chance | 21% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +2% |
Mind | +10% |
Physical | +6% |
Fire | +13% |
Nature | +5% |
Offense: Damage Penetration
Arcane | +5% |
Defense: Base
Armour (hardiness) | 23 (35.629139072848%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 27 |
Mental Save | 40 |
Defense: Resistances
Nature | + 13%( 70%) |
Lightning | + 25%( 70%) |
Fire | + 22%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 224 damage for 3 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 399% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 145 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Elemental Harmony |
talent | Master Summoner |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 277 HP on the iceblock remaining. Frozen |
beneficial effect | A flow of life spins around the target, regenerating 29.16 life per turn. Regeneration |
beneficial effect | Increases armour by 14. Elemental Harmony |
beneficial effect | The target is recovering 16 life each turn. Recovery |
beneficial effect | You gain 22% resistance against lightning. Resolve |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+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 Shardskin. * 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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | 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. | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +13 (+6 eff.) Mind.save +12 (+4 eff.) A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+3 eff.) ----- def ----- Max.HP +41.00 ---------- misc Light +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 | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +13% fire Melee Ret 8 lightning ----- def ----- Defense +2 (+0 eff.) Fatigue -6% Resists +19% fire ---------- misc Light +3 See.Invis +18 A pointy cloth hat, very wizardly... |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +4 Dex ----- def ----- Crit.dmg- 15.00% Max.HP +40.00 HP.reg +0.50 Heal.mod +11% Rings can have magical properties. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In main hand | ![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt Power 9.0 - 9.9 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +14% Unnatural On Hit: * disrupts spell-casting While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
On hands | ![]() 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. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.0 - 8.8 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Crit.mult +15.00% Mind.pwr +10 (+3 eff.) Dmg.mod +10% mind +2% darkness Res.pen +5% arcane Melee Ret 4 darkness 4 arcane 2 mind Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.crit +2% ----- def ----- Armour +6 Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +9 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T1 light armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% physical Acc +10 (+5 eff.) Apr +2 ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Max.HP +30.00 HP.reg +4.00 Heal.mod +11% ---------- misc Max.stam +10.00 A suit of armour made of leather. |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 134.47 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 light Against +16% Undead While equipped: Stats +4 Con ----- def ----- Armour +8 Defense +6 (+0 eff.) Rng.Def +6 (+0 eff.) ---------- misc Stam/turn +0.40 Max.stam +10.00 Light +3 Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Disrupt/Psionic Power 28.0 - 42.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 mind Against +10% Unnatural On Hit: * 19% chance to cause random gloom While equipped: Stats +3 Cun +8 Wil Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 26.5 - 42.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Phasing +40% While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +10 (+5 eff.) On Hit (Melee): * 20 arcane resource burn * Slows global speed by 30% ----- def ----- Phys.save +26 (+13 eff.) ---------- misc Stam/ret +0.98 Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Rare] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 temporal While equipped: dps ---------- Dmg.mod +15% darkness +6% fire Melee Ret 11 temporal ----- def ----- Resists +20% darkness +8% temporal Sharp, long, and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light Against +5% Undead While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +6 (+0 eff.) Disarm- +27% One-handed war axes. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.5 - 6.1 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Crit.mult +20.00% Mind.pwr +4 (+1 eff.) Res.pen +10% blight Melee Ret 16 arcane ----- def ----- Resists +3% acid Phys.save +4 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 shot ammo [Ego] Master Power 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +5 Apr +2 Crit +4.5% Capacity 16 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Heavy Armour Training 2 [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Defense +12 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +8% Resists +12% mind Crit.dmg- 10.00% Disarm- +10% Confus- +10% Stun/Frz- +10% ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 47.77 to 59.71 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 9.0 T3 light armor Reqs Str 22 [Unique] Master While equipped: Stats +4 Con +5 Wil ----- def ----- Armour +7 Defense +6 (+0 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Caserm the Cornac Summoner level 22
78th Dusk 122nd year of Ascendancy at 17:37 see stats
By Caserm the Cornac Summoner level 20
52nd Dusk 122nd year of Ascendancy at 17:00 see stats
By Caserm the Cornac Summoner level 19
50th Dusk 122nd year of Ascendancy at 23:48 see stats
By Caserm the Cornac Summoner level 10
8th Mirth 122nd year of Ascendancy at 01:38 see stats
By Caserm the Cornac Summoner level 20
51st Dusk 122nd year of Ascendancy at 16:42 see stats
By Caserm the Cornac Summoner level 16
32nd Dusk 122nd year of Ascendancy at 21:47 see stats
By Caserm the Cornac Summoner level 20
52nd Dusk 122nd year of Ascendancy at 15:28 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Caserm picks up (r.): steel torque of kinetic psionic shield [power 47] (18 cooldown).
Urkis, the High Tempest casts Freeze.
Ran for 69 turns (stop reason: taken damage).
Caserm attunes to the damage.
Caserm is invigorated by the attack!
Caserm is encased in ice!
Urkis, the High Tempest hits Caserm for 229 cold damage.
--------------------------------
Caserm performs a melee critical strike against Caserm!
Caserm hits Iceblock for 33 mind, 7 lightning, 4 darkness, 4 arcane, 2 mind, 21 nature, 8 lightning, 5 darkness, 4 arcane, 3 mind (88 total damage).
Urkis, the High Tempest casts Shock.
--------------------------------
Caserm summons a Fire Drake!
Caserm is recovering from the damage!
Caserm is invigorated by the attack!
Urkis, the High Tempest's Shock hits Caserm for (104 to ice), 156 lightning (156 total damage).
Urkis, the High Tempest casts Lightning.
Caserm's mind surges with critical power!
Caserm is invigorated by the attack!
Urkis, the High Tempest hits Caserm for (97 to ice), 146 lightning (147 total damage).
--------------------------------
Caserm uses Infusion: Regeneration.
Caserm starts regenerating health quickly.
Fire drake roars!
Saving game...