











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 17 / 91% |
Size | small |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 17 on the 53rd Haze 122nd year of Ascendancy at 21:25 / 2Killed by Urkis, the High Tempest at level 17 on the 53rd Haze 122nd year of Ascendancy at 21:36 |
Primary Stats
Strength | 23 (base 16) |
Dexterity | 66 (base 44) |
Constitution | 22 (base 10) |
Magic | 10 (base 10) |
Willpower | 21 (base 11) |
Cunning | 44 (base 32) |
Resources
Life | -14/493 |
Stamina | 166/206 |
Healing Factor | 1.1024166372473 |
Regeneration | 1.3780207965591 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 35.634550475236 |
See Invisible | 35.634550475236 |
Offense: Mainhand
Damage | 119 |
Accuracy | 51 |
Crit Chance | 36% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Light | +6% |
Nature | +12% |
Physical | +44% |
Mind | +5% |
All | 0% |
Offense: Damage Penetration
Darkness | +40% |
Mind | +10% |
Physical | +10% |
Fire | +15% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 72.719009130622 (47.431709976583%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 1 |
Physical Save | 33 |
Spell Save | 25 |
Mental Save | 32 |
Defense: Resistances
Physical | + 20%( 70%) |
Acid | + 31%( 70%) |
Nature | + 31%( 70%) |
Fire | + 20%( 70%) |
Darkness | + 14%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 12%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Confusion Resistance | 23% |
Stun Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 553% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 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 |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by giant grey rat. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 Possessed. | done |
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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Res.pen +25% darkness ----- def ----- Armour +3 Resists +6% darkness +5% arcane Silence- +20% Confus- +23% Stun/Frz- +25% ---------- misc Light +1 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Arcane/Master Power 62.5 - 75.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +13 Crit +13.0% Capacity 19 Proj.spd +200% Ranged+ +16 arcane On Hit.r1 +20 arcane On Crit.r2 +8 arcane On Hit: * Create an explosion dealing 15 cold damage (1/turn) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +15% darkness Melee Ret 6 light 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Max.HP +48.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 15 physical Dmg.mod +3% acid +8% physical Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +16 Fatigue +3% Resists +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +5% fire ----- def ----- Defense +10 (+4 eff.) Fatigue -4% Resists +3% cold +12% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Dmg.mod +12% nature +6% physical Res.pen +10% fire ----- def ----- Defense +30 (+9 eff.) Resists +24% nature Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Dmg.mod +15% physical Res.pen +5% acid ----- def ----- Resists +3% acid Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +10 (+5 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 T3 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Str +1 Cun +1 Con dps ---------- Phys.pwr +17 (+6 eff.) Apr +4 ---------- misc Reload +3 Stam/turn +2.00 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 39.5 - 47.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 On Hit: * 10% chance to reduce armor by 15% On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+3 eff.) ----- def ----- Armour +27 Fatigue +8% Phys.save +3 (+2 eff.) ---------- misc Max.stam +30.00 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Ego++] Master/Psionic While equipped: Stats +2 Dex +2 Wil +5 Cun dps ---------- Mind.crit +4% Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 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 | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 42.24 to 52.80 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +6 Resists +20% lightning Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Disrupt Power 19.5 - 29.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Against +10% Unnatural On Hit: * 14 arcane resource burn While equipped: Stats +3 Wil Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Normal] Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Rare] Nature Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 light On Crit.r2 +35 fire While equipped: dps ---------- All.spd +2% Dmg.mod +6% mind Res.pen +12% fire Melee Ret 10 mind ---------- misc Light +3 Sharp, short and deadly. |
![]() 2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +17% fire ----- def ----- Resists +13% all +25% fire Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 Melee+ +4 blight +12 cold +12 nature While equipped: Stats +2 Str +2 Dex dps ---------- Res.pen +5% blight Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +8% Resists +3% blight ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 28.5 - 39.9 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% darkness +5% cold Melee Ret 6 light On Hit (Melee): * 20% chance to reduce damage dealt by 17% ---------- misc Light +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. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 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. |
![]() 3.0 T3 shot ammo [Rare] Master Power 42.0 - 50.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 19 Proj.spd +200% Phasing +30% On Hit.r1 +12 physical On Crit.r2 +4 darkness On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +9% physical Acc +15 (+5 eff.) Apr +3 ---------- misc Mana/s.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 blight +3 fire +3 nature +2 cold Talents +1 Ward Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Anikwis the Halfling Skirmisher level 10
44th Dusk 122nd year of Ascendancy at 03:25 see stats
By Anikwis the Halfling Skirmisher level 10
44th Dusk 122nd year of Ascendancy at 03:24 see stats
By Anikwis the Halfling Skirmisher level 15
13rd Haze 122nd year of Ascendancy at 13:00 see stats
By Anikwis the Halfling Skirmisher level 7
16th Dusk 122nd year of Ascendancy at 21:40 see stats
By Anikwis the Halfling Skirmisher level 13
1st Time of Equilibrium 122nd year of Ascendancy at 05:53 see stats
By Anikwis the Halfling Skirmisher level 13
1st Haze 122nd year of Ascendancy at 21:38 see stats
By Anikwis the Halfling Skirmisher level 15
14th Haze 122nd year of Ascendancy at 05:31 see stats
By Anikwis the Halfling Skirmisher level 15
21st Haze 122nd year of Ascendancy at 06:33 see stats
By Anikwis the Halfling Skirmisher level 17
53rd Haze 122nd year of Ascendancy at 21:25 see stats
Log
Urkis, the High Tempest's spell attains critical power!
Anikwis's Kill Shot performs a ranged critical strike against Urkis, the High Tempest!
Quest 'Storming the city' status updated! (Press 'j' to see the quest log)
Anikwis snipes Urkis, the High Tempest (+23% weapon bonus for range)!
Thunderstorm hits Anikwis for 20 lightning damage.
Bleeding from Anikwis hits Urkis, the High Tempest for 55 physical damage.
Anikwis's Kill Shot hits Weaver young for 15 cold damage.
Anikwis's Kill Shot hits Urkis, the High Tempest for 309 physical, 11 arcane (320 total damage).
Acid Splash from Anikwis hits Urkis, the High Tempest for 3 acid damage.
Acid Splash from Anikwis killed Urkis, the High Tempest!
Anikwis is no longer evading attacks.
Talent Infusion: Healing is ready to use.
Hurricane from Urkis, the High Tempest hits Weaver young for 100 lightning damage.
Hurricane from Urkis, the High Tempest hits Anikwis for 91 lightning damage.
Weaver young misses Anikwis.
Anikwis shoots!
Anikwis's Shoot performs a ranged critical strike against Weaver young!
Anikwis's Shoot hits Weaver young for 240 physical damage.
Anikwis's Shoot killed Weaver young!
Anikwis tries to evade attacks.
Talent Trained Reactions is ready to use.
Hurricane from Urkis, the High Tempest hits Anikwis for 85 lightning damage.
Anikwis uses Infusion: Healing.
Anikwis receives 55 healing from Infusion: Healing.
Hurricane from Urkis, the High Tempest hits Anikwis for 84 lightning damage.
Hurricane from Urkis, the High Tempest hits Anikwis for 105 lightning damage.
Anikwis the level 17 halfling skirmisher was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.