










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/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:
Forbidden Cults 1.7.4Official 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 | Orcs |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Kruk Yeti |
Class | Oozemancer |
Level / Exp | 21 / 87% |
Size | medium |
Lifes / Deaths | Killed by Veluvea the ritch hunter at level 21 on the 43rd Retaking 124th year of Ascendancy at 10:18 / 2Killed by Mayytha the ritch centipede at level 21 on the 43rd Retaking 124th year of Ascendancy at 10:31 |
Antimagic | Follower |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 23 (base 11) |
Magic | 12 (base 10) |
Willpower | 65 (base 50) |
Cunning | 59 (base 41) |
Resources
Life | 29/452 |
Equilibrium | 49 |
Steam | 100/100 |
Healing Factor | 1.1099022211822 |
Regeneration | 0.27747555529554 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 32 |
Accuracy | 39 |
Crit Chance | 18% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 36 |
Accuracy | 39 |
Crit Chance | 18% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +8% |
All | 0% |
Physical | +5% |
Mind | +5% |
Nature | +11% |
Offense: Damage Penetration
Lightning | +5% |
Mind | +10% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 18 (50%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 2 |
Physical Save | 35 |
Spell Save | 37 |
Mental Save | 38 |
Defense: Resistances
Physical | + 34%( 70%) |
Acid | + 25%( 70%) |
Nature | + 56%( 70%) |
Lightning | + 45%( 70%) |
Cold | + 29%( 70%) |
Arcane | + 24%( 70%) |
Fire | + 17%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Teleport Resistance | 100% |
Fear Resistance | 60% |
Pinning 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Willpower 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Oozing blades | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Mucus | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +3% Phys.save +12 (+6 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Stam/turn +0.30 Max.stam +10.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +12 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+4 eff.) Mind.save +9 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.4 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 18.90 mind and 18.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 19. Terrified: Deals 4.20 mind and 4.00 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 7.34 mind and 6.99 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
On hands | ![]() 1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +1 Crit +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Tool | ![]() 2.0 T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 315 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -5% Resists +22% nature ---------- misc Max.enc +21 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +13% lightning Stun/Frz- +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * splashes acid on your target dealing 44 damage and reducing their armor While equipped: Stats +3 Str +1 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 6 lightning Dmg.mod +8% lightning Res.pen +5% lightning ----- def ----- Resists +6% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +6% cold Max.HP +33.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * splashes acid on your target dealing 39 damage and reducing their armor While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Crit.mult +7.00% Mind.pwr +6 (+2 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +6 (+3 eff.) Resists +18% lightning Phys.save +5 (+3 eff.) Stun/Frz- +30% 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 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +10 Hardiness +20% Defense +12 (+6 eff.) Fatigue +4% Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 47.32 to 59.15 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 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Mag +4 Wil dps ---------- Dmg.mod +10% acid +6% physical +6% cold +9% lightning Res.pen +5% arcane Melee Ret 4 arcane ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +15% acid +6% cold +7% lightning +9% all Phys.save +15 (+7 eff.) ---------- misc Mana/s.crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +5% physical ----- def ----- Armour +7 Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 49.4 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) 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. |
![]() 0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 Hyjan the Kruk Yeti Oozemancer level 9
20th Retaking 124th year of Ascendancy at 01:59 see stats
By Hyjan the Kruk Yeti Oozemancer level 11
25th Retaking 124th year of Ascendancy at 13:44 see stats
By Hyjan the Kruk Yeti Oozemancer level 10
20th Retaking 124th year of Ascendancy at 22:14 see stats
By Hyjan the Kruk Yeti Oozemancer level 20
41st Retaking 124th year of Ascendancy at 16:01 see stats
By Hyjan the Kruk Yeti Oozemancer level 21
43rd Retaking 124th year of Ascendancy at 05:06 see stats
By Hyjan the Kruk Yeti Oozemancer level 21
43rd Retaking 124th year of Ascendancy at 10:18 see stats
Log
Veluvea the ritch hunter is corroded.
Hyjan hits Veluvea the ritch hunter for (18 to psi shield), 28 acid, 4 lightning, (16 to psi shield), 24 acid, (23 to psi shield), 34 acid, 4 lightning, (14 to psi shield), 21 acid (115 total damage).
Veluvea the ritch hunter uses Telekinetic Smash.
Veluvea the ritch hunter hits Bloated ooze for 26 physical, 6 mind, 6 nature, 11 physical, 42 physical, 6 mind, 11 physical (109 total damage).
Hyjan's mucus ooze uses Slime Spit.
Hyjan's mucus ooze hits Mayytha the ritch centipede for 58 nature damage.
Mayytha the ritch centipede performs a melee critical strike against Bloated ooze!
Burning from Veluvea the ritch hunter hits Hyjan for (31 antimagic), 0 fire (0 total damage).
Rotting Disease from Veluvea the ritch hunter hits Hyjan for (8 antimagic), 0 blight (0 total damage).
Mayytha the ritch centipede hits Bloated ooze for 42 physical, 4 fire, 55 physical, 5 darkness, 4 fire (110 total damage).
Mayytha the ritch centipede hits Hyjan for 7 mind, (4 antimagic), 0 fire (7 total damage).
The unstable sand tunnel collapses!
Poison from Hyjan hits Veluvea the ritch hunter for (16 to psi shield), 24 nature (24 total damage).
Veluvea the ritch hunter's Beyond the Flesh hits Bloated ooze for 29 physical, 6 mind (35 total damage).
Veluvea the ritch hunter performs a melee critical strike against Bloated ooze!
Hyjan's mucus ooze misses Mayytha the ritch centipede.
Veluvea the ritch hunter's Beyond the Flesh killed Bloated ooze!
Veluvea the ritch hunter hits Bloated ooze for 46 physical damage.
Veluvea the ritch hunter killed Bloated ooze!
Hyjan uses Acidfire.
Mayytha the ritch centipede uses Skullcracker.
Hyjan wanders around!
Mayytha the ritch centipede is poisoned!
Hyjan's natural acid becomes more concentrated!
Hyjan hits Hyjan for 29 healing, 29 healing (0 total damage) [57 healing].
Hyjan's Acidfire cloud hits Veluvea the ritch hunter for (22 to psi shield), 33 acid (33 total damage).
Hyjan's Acidfire cloud hits Mayytha the ritch centipede for 61 acid damage.
Mayytha the ritch centipede hits Hyjan for 56 physical damage.
Hyjan the level 21 kruk yeti oozemancer was decapitated to death by Mayytha the ritch centipede on level 4 of Ritch Hive.