









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 23 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 23 on the 77th Haze 122nd year of Ascendancy at 06:53 / 1 |
Primary Stats
| Strength | 20 (base 17) |
| Dexterity | 67 (base 51) |
| Constitution | 37 (base 34) |
| Magic | 10 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 19 (base 13) |
Resources
| Life | -39/648 |
| Stamina | 149/176 |
| Healing Factor | 1.635652173913 |
| Regeneration | 7.278652173913 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 9 |
| See Stealth | 43.973116976327 |
| See Invisible | 43.973116976327 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 63 |
| Crit Chance | 16% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Physical | +14% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Fire | +20% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 9 (70.376569037657%) |
| Defense | 55 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 8 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 35%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 18%( 70%) |
| Lightning | + 18%( 70%) |
| Physical | + 11%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Pinning Resistance | 36% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (5/5)
| 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 91 with a minimum range of 15. Its effects scale with your Dexterity 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 511% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 92.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 41 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Venomous Ammunition |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is in the center of a lightning hurricane, doing 32.93 to 98.80 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | The target has 30% chance to evade melee and ranged attacks and gains 14 defense. Evasion |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You failed to protect the lost anorithil from death by giant venus flytrap. Escort: lost anorithil (level 2 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Ferya. Escort: lost anorithil (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 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 named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed pouch of faeros ash. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of wight ectoplasm. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed snow giant kidney. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed xorn fragment. * You've found the needed hummerhorn wing. | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Ce'Nekira the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% acid / +12% temporal / +6% light / +6% nature / +5% arcane / +9% lightning Stamina each turn: +0.50 Maximum stamina: +15.00 A pair of boots made of leather. |
| Quiver | quiver of yew arrows of crippling (19/19, 35.5-49.7 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +13.0% Capacity: 19 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
| On hands | Zumarig the hardened leather gloves (9 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Damage (Melee): 9 acid Changes resistances: +16% acid / +4% physical Changes damage: +6% acid Mental save: +20 (+10 eff.) Pinning immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tempestbrawn the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +1 Str / +2 Cun Changes resistances: +3% lightning Changes resistances penetration: +5% lightning Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
| On fingers | gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to blind Damage (Melee): 29 light Effects on ranged hit: * 15% chance to blind Damage (Ranged): 27 light Rings can have magical properties. |
| Around neck | wanderer's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +4 Cun / +3 Con Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
| In main hand | ranger's ash longbow of powerRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +5 Dex Changes resistances penetration: +15% physical Changes damage: +14% physical Longbows are used to shoot arrows at your foes. |
| Main armor | rejuvenating cured leather armour of Eyal (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Life regen: +3.80 Stamina each turn: +0.50 Maximum life: +42.00 Healing mod.: +14% A suit of armour made of leather. |
| Light source | brass lantern 'Lavastreaker'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +2 Str / +3 Dex Changes resistances penetration: +20% fire Light radius: +4 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. |
| Cloak | Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
This item will automatically be transmogrified when you leave the level.phase door rune of the warrior (range 11; power 27; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.mule's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +27 Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +25.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Betorewyn the steel greatmaul (28.5-42.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +7 (+2 eff.) Physical save: +12 (+6 eff.) Disarm immunity: +51% Confusion immunity: +15% Stun/Freeze immunity: +10% Light radius: +2 Infravision radius: +3 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.arcing steel greatmaul (31-46.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.steel longsword (14-19.6 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.steel longsword of crippling (14.5-20.3 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Cloudkill the steel mace (19-26.6 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 7% Damage (Melee): +7 temporal / +7 nature When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +3% darkness / +3% fire Changes resistances penetration: +10% lightning Changes damage: +3% lightning Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.mighty cured leather sling of lightning Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +7 lightning When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes damage: +8% lightning Slings are used to hurl stones or metal shots at your foes. |
hardened leather belt of unlife =Water Breathing=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Tooth of the Mouth (dig speed 12 turns) =Digger=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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, costing 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. |
Transmogrification ChestPowered 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), costing 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. |
This item will automatically be transmogrified when you leave the level.forceful ash totem of healing [power 110] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal a target within range 6 (based on Willpower) for 110, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Ferya the Cornac Archer level 14
9th Haze 122nd year of Ascendancy at 23:04 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Ferya the Cornac Archer level 22
76th Haze 122nd year of Ascendancy at 17:33 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Ferya the Cornac Archer level 19
54th Haze 122nd year of Ascendancy at 23:09 see stats
Level 10 (Roguelike)
Got a character to level 10.By Ferya the Cornac Archer level 10
7th Mirth 122nd year of Ascendancy at 22:00 see stats
Level 20 (Roguelike)
Got a character to level 20.By Ferya the Cornac Archer level 20
55th Haze 122nd year of Ascendancy at 19:14 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Ferya the Cornac Archer level 13
30th Dusk 122nd year of Ascendancy at 11:44 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Ferya the Cornac Archer level 7
78th Pyre 122nd year of Ascendancy at 11:22 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Ferya the Cornac Archer level 10
1st Summertide 122nd year of Ascendancy at 21:22 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Ferya the Cornac Archer level 22
69th Haze 122nd year of Ascendancy at 14:34 see stats
Log
Hurricane from Urkis, the High Tempest hits Ferya for 71 lightning damage.
Urkis, the High Tempest's Shock hits Ferya for 100 lightning damage.
Ferya is dazed!
Ferya casts Rune: Teleportation.
Ferya is not dazed anymore.
Hurricane from Urkis, the High Tempest hits Ferya for 78 lightning damage.
Hurricane from Urkis, the High Tempest hits Ferya for 80 lightning damage.
Ferya feels pain again.
Hurricane from Urkis, the High Tempest hits Ferya for 63 lightning damage.
Hurricane from Urkis, the High Tempest hits Ferya for 75 lightning damage.
Ferya stops regenerating health quickly.
Hurricane from Urkis, the High Tempest hits Ferya for 82 lightning damage.
Talent Enhanced Munitions is ready to use.
Hurricane from Urkis, the High Tempest hits Ferya for 92 lightning damage.
Hurricane from Urkis, the High Tempest hits Ferya for 89 lightning damage.
Ferya uses Evasion.
Ferya tries to evade attacks.
Hurricane from Urkis, the High Tempest hits Ferya for 73 lightning damage.
Hurricane from Urkis, the High Tempest hits Ferya for 83 lightning damage.
Saving game...


































































