










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 | 
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.6.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
 Forbidden Cults 1.6.0Official 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 | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Female | 
| Race | Cornac | 
| Class | Berserker | 
| Level / Exp | 16 / 48% | 
| Size | medium | 
| Lifes / Deaths | Killed by Assassin Lord at level 16 on the 3rd Dusk 122nd year of Ascendancy at 03:39/ 2 Killed by Assassin Lord at level 16 on the 3rd Dusk 122nd year of Ascendancy at 04:49 | 
Primary Stats
| Strength | 41 (base 41) | 
| Dexterity | 16 (base 16) | 
| Constitution | 26 (base 20) | 
| Magic | 10 (base 10) | 
| Willpower | 22 (base 15) | 
| Cunning | 38 (base 18) | 
Resources
| Life | -20/493 | 
| Stamina | 152/165 | 
| Psi | 95/102 | 
| Healing Factor | 1.3424489795918 | 
| Regeneration | 37.020054255111 | 
Speed
| Mental | -10% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 5 | 
| See Stealth | 34.641450861482 | 
| See Invisible | 35.641450861482 | 
Offense: Mainhand
| Damage | 63 | 
| Accuracy | 37 | 
| Crit Chance | 20% | 
| APR | 2 | 
| Speed | 1.11 | 
Offense: Spell
| Spellpower | 16 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 32 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +8% | 
| Light | +8% | 
| Cold | +20% | 
| Lightning | +17% | 
| Fire | +16% | 
| All | +5% | 
Offense: Damage Penetration
| All | 0% | 
Defense: Base
| Armour (hardiness) | 26.883307766991 (81.030927835052%) | 
| Defense | 19 | 
| Ranged Defense | 19 | 
| Fatigue | 14 | 
| Physical Save | 31 | 
| Spell Save | 34 | 
| Mental Save | 22 | 
Defense: Resistances
| Acid | + 47%( 70%) | 
| Blight | + 21%( 70%) | 
| Physical | + 6%( 70%) | 
| Cold | + 30%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 15%( 70%) | 
| Light | + 15%( 70%) | 
| Temporal | + 3%( 70%) | 
| Lightning | + 24%( 70%) | 
| Fire | + 21%( 70%) | 
| Nature | + 10%( 70%) | 
Defense: Immunities
| Disarm Resistance | 45% | 
| Stun Resistance | 0% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 0% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 94 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 18 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: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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 228 life over 5 turns. Its effects scale with your Cunning stat. | 
Class Talents
| Technique / Berserker's strength | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Two-handed assault | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Parasite | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Dreaming | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
| talent | Lucid Dreamer | 
| talent | Precise Strikes | 
| talent | Skate | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns).Infusion Saturation | 
| beneficial effect | The target has 22 increased life regeneration.Recovery | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest.Escort: lost sun paladin (level 3 of Old Forest) As a reward you improved talent Skate (+1 level(s)). | done | 
| You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest.Escort: lost tinker (level 1 of Old Forest) | done | 
| You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul.Escort: temporal explorer (level 1 of Ruins of Kor'Pul) As a reward you gained talent category Psionic / Dreaming (at mastery 1.00). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest.Escort: temporal explorer (level 4 of Old Forest) As a reward you improved talent Dream Walk (+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 treasure It 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 darkness The 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | 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 Alchemists Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | active | 
Equipment
| On feet |  Kindlequake the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce armor by 19% Changes resistances: +6% light Changes damage: +3% light / +6% fire Life regen: +1.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  scorching brass lantern of clarity Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +6 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 | Fanged CollarFanged Collar 0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? | 
| Tool |  piercing elm totem of healing [power 116]  (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.35 cold and 10.81 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 54 power out of 14/60. This azure ring seems to be always moist to the touch. | 
| On fingers |  Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 22 Damage (Melee): 12 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 22 Damage (Ranged): 9 physical Changes stats: +8 Cun / +5 Wil Changes resistances: +18% lightning Changes damage: +12% lightning / +5% all Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +6 (+5 eff.) Mindpower: +12 (+6 eff.) Cannot be unequipped or rerolled until level 18. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
| Around waist |  Chamuldir the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% acid / +3% temporal / +6% blight Changes damage: +3% acid Spell save: +6 (+3 eff.) Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. | 
| In main hand |  Morningreek (34.5-55.2 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage Damage (radius 1) on hit: +8 blight / +10 fire When wielded/worn: Accuracy: +12 (+5 eff.) Defense: +12 (+6 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 10 Changes resistances: +9% light Disarm immunity: +45% Light radius: +2 Massive two-handed swords. | 
| On hands |  Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 47.41 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. | 
| Main armor |  hardened steel mail armour of acid resistance (2 def, 11 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +23% acid / +6% physical / +5% fire / +5% cold / +6% lightning A suit of armour made of mail. | 
| Cloak |  resilient linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+8 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
Inventory
|  Rune of Reflection (--) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  This item will automatically be transmogrified when you leave the level. troll-hide cured leather armour of acid resistance (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +15% acid Life regen: +3.30 Maximum life: +30.00 Healing mod.: +12% A suit of armour made of leather. | 
|  2 opal 0.00 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. | 
|  topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Xeryma the Miremistress (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +1 Str Changes resistances: +9% acid Changes resistances penetration: +5% nature Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/2) 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 182 power out of 261/400. 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 Chest Powered 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. | 
|  Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 17 power out of 35/35) : Effective talent level: 3.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 51 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
|  quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
Achievements
 Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.
			Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.By Catetla the Cornac Berserker level 14
2nd Flare 122nd year of Ascendancy at 17:48 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Catetla the Cornac Berserker level 10
5th Mirth 122nd year of Ascendancy at 12:08 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Catetla the Cornac Berserker level 9
3rd Mirth 122nd year of Ascendancy at 13:24 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Catetla the Cornac Berserker level 15
5th Flare 122nd year of Ascendancy at 17:43 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Catetla the Cornac Berserker level 15
9th Flare 122nd year of Ascendancy at 05:55 see stats
Log
Poison from Assassin Lord hits Catetla for 45 nature damage.
Deadly Poison from Assassin Lord hits Catetla for 46 nature damage.
Bandit is knocked back!
Assassin Lord resists the wave!
Catetla's tidal wave hits Bandit for 12 cold, 11 physical (22 total damage).
Catetla's tidal wave hits Assassin Lord for 11 cold, 10 physical (21 total damage).
Catetla uses Infusion: Healing.
Catetla stops being poisoned.
Catetla receives 77 healing from Infusion: Healing.
Catetla is no longer poisoned.
Talent Stunning Blow is ready to use.
Catetla wears (replacing Telekinetic Core): piercing elm totem of healing [power 116]  (14 cooldown).
Assassin Lord slows down.
Assassin Lord uses Dual Strike.
Catetla is stunned!
Assassin Lord hits Catetla for 11 physical, 5 nature, 14 darkness, 25 physical, 14 darkness, 40 lightning (109 total damage).
Melee retaliation hits Assassin Lord for 11 fire, 5 fire (15 total damage).
Catetla is not stunned anymore.
Catetla has recovered!
Talent Death Dance is ready to use.
Talent Execution is ready to use.
Talent Sleep is ready to use.
Talent Rush is ready to use.
Talent Infusion: Healing is ready to use.
Assassin Lord casts Shadowstep.
Saving game...











































