












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Possessor Bonus Class 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 17 / 94% |
| Size | big |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 17 on the 37th Profit 122nd year of Ascendancy at 12:24 / 1 |
Primary Stats
| Strength | 63 (base 44) |
| Dexterity | 24 (base 21) |
| Constitution | 37 (base 22) |
| Magic | 9 (base 10) |
| Willpower | 24 (base 12) |
| Cunning | 22 (base 11) |
Resources
| Life | -55/787 |
| Stamina | 129/193 |
| Healing Factor | 1.3041015905906 |
| Regeneration | 8.6951586173718 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 54 |
| Crit Chance | 5% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Darkness | +6% |
| Light | +10% |
| Cold | +15% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 61.723073231957 (96.438666929426%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 38 |
| Physical Save | 48 |
| Spell Save | 43 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 36%( 70%) |
| All | 0%( 70%) |
| Physical | + 7%( 70%) |
| Lightning | + 5%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 9%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Confusion Resistance | 10% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Strength stat. |
| 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the injured seer from death by Layutha the giant venus flytrap. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vial of greater demon bile. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Umbrawinnow' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 13% Changes stats: +4 Str Changes resistances: +3% acid / +3% temporal Spell save: +12 (+4 eff.) A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Erochik' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +8 Armour: +2 Fatigue: +3% Damage (Melee): 10 darkness Changes stats: +5 Dex / +5 Wil / +2 Cun / +8 Con Changes resistances: +6% darkness Changes damage: +6% darkness Physical save: +16 (+5 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +27% Light radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Cuthalathalar the yew totem of healing [power 260] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +6% blight / +3% temporal / +5% arcane / +6% mind Confusion immunity: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 260 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings make your fingers look great! |
| Around neck | PoradaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +4 Con Changes resistances: +3% blight Changes damage: +9% blight Physical save: +8 (+2 eff.) Life regen: +3.00 Maximum life: +31.00 Amulets make your neck look great! |
| In main hand | Mayevea the dwarven-steel mace (34-47 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour: +2 Changes stats: +1 Mag Changes resistances: +6% blight / +2% physical / +3% mind Maximum life: +60.00 Blunt and deadly. |
| Around waist | rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | acidic stralite shield of fire resistance (+18%) (0 def, 8 armour, 44-53 power, 139 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.5 - 53.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +139 On weapon hit: * 12% chance to reduce armor by 10% When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 1 acid Changes resistances: +18% fire Talent granted: +1 Block Handheld deflection devices. |
| Cloak | thick linen cloak of the hunter (1 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +6 Defense: +1 (+1 eff.) Fatigue: -5% Changes resistances: +10% cold Maximum life: +40.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cleansing steel plate armour of the dragon (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +6% acid / +5% physical / +5% lightning / +11% blight / +6% cold / +10% nature / +7% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +20% Knockback immunity: +20% A suit of armour made of metal plates. |
Inventory
restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +2.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.steel greatmaul (30-45 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.steel longsword (14-20 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 Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
Aribeth (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Changes resistances: +3% light / +9% temporal Reduces incoming crit damage: 15.00% Physical save: +3 (+1 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves 'Aeryssra' (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 5 acid / 4 cold / 5 fire / 5 lightning Changes stats: +3 Mag / +3 Wil Changes resistances: +12% acid / +3% temporal Spell save: +6 (+2 eff.) Disarm immunity: +10% Pinning immunity: +20% Only die when reaching: -20.00 life 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. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
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 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. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.ash totem of summon tentacle [power 145] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 352 Base Damage: 145 Armor: 4 All Resist: 7 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Ironbeard the Dwarf Bulwark level 14
29th Profit 122nd year of Ascendancy at 00:07 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Ironbeard the Dwarf Bulwark level 14
29th Profit 122nd year of Ascendancy at 18:42 see stats
Level 10 (Roguelike)
Got a character to level 10.By Ironbeard the Dwarf Bulwark level 10
5th Profit 122nd year of Ascendancy at 01:45 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Ironbeard the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 12:49 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Ironbeard the Dwarf Bulwark level 7
31st Voratun 122nd year of Ascendancy at 00:05 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Ironbeard the Dwarf Bulwark level 11
12nd Profit 122nd year of Ascendancy at 04:42 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Ironbeard the Dwarf Bulwark level 17
37th Profit 122nd year of Ascendancy at 05:42 see stats
Log
Hurricane from Urkis, the High Tempest hits Storm drake hatchling for 39 lightning damage.
Hurricane from Urkis, the High Tempest hits Weaver young for 78 lightning damage.
Hurricane from Urkis, the High Tempest hits Ironbeard for (76 blocked), 0 lightning (0 total damage).
Urkis, the High Tempest shoves Weaver young aside.
Melee retaliation hits Storm drake hatchling for 1 acid damage.
Thunderstorm hits Ironbeard for (32 blocked), 0 lightning (0 total damage).
Melee retaliation hits Ironbeard for 4 lightning damage.
Ironbeard hits Storm drake hatchling for 114 physical damage.
Ironbeard killed Storm drake hatchling!
Ironbeard stops regenerating health quickly.
Ironbeard regains balance.
Hurricane from Urkis, the High Tempest hits Ironbeard for 84 lightning damage.
Hurricane from Urkis, the High Tempest hits Weaver young for 86 lightning damage.
Urkis, the High Tempest casts Shock.
Thunderstorm hits Ironbeard for 8 lightning damage.
Snow giant casts Mind Disruption.
Ironbeard resists the effect 'Confused'!
Ironbeard resists!
Ironbeard shrugs off the effect 'Shocked'!
Urkis, the High Tempest's Shock hits Ironbeard for 165 lightning damage.
Ironbeard hits Urkis, the High Tempest for 14 light damage.
Ironbeard hits Weaver young for 89 physical, 11 darkness, 20 light (119 total damage).
Ironbeard killed Weaver young!
Hurricane from Urkis, the High Tempest hits Ironbeard for 64 lightning damage.
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Ironbeard for 244 lightning damage.
Thunderstorm hits Ironbeard for 27 lightning damage.
Ironbeard the level 17 dwarf bulwark was volted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.


































































