













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 | Insane Adventure |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 13 / 60% |
| Size | big |
| Lifes / Deaths | Killed by Outpost Leader John at level 13 on the 34th Retaking 124th year of Ascendancy at 06:32 2 / 3Killed by Outpost Leader John at level 13 on the 34th Retaking 124th year of Ascendancy at 13:28 Killed by Ce'Nadamira at level 13 on the 34th Retaking 124th year of Ascendancy at 13:36 |
Primary Stats
| Strength | 58 (base 31) |
| Dexterity | 7 (base 10) |
| Constitution | 42 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 35 (base 36) |
Resources
| Life | 510/510 |
| Steam | 100/100 |
| Healing Factor | 1.343988003127 |
| Regeneration | 1.6799850039088 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 22 |
| Crit Chance | 10% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 22 |
| Crit Chance | 9% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 17.335093952971 (47.857809501309%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 26 |
| Physical Save | 30 |
| Spell Save | 13 |
| Mental Save | 16 |
Defense: Resistances
| Lightning | + 23%( 70%) |
| Fire | + 27%( 70%) |
| Cold | + 25%( 70%) |
| Physical | + 19%( 70%) |
| Mind | + 17%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 543% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 |
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. | active |
Equipment
| On feet | pair of hardened leather boots of rushing (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +3 other ------- Talents +1 Rocket Boots Rush: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| On hands | dwarven-steel gauntlets (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Fatigue +3% other ------- Talents +2 Flash Powder Unarmed combat: Weapon Damage 124% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | insulating rough leather hat of constitution (+4) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +4 Con defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A hat made of leather. Very stylish. |
| Tool | piercing elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
| In main hand | flaming steel steamsaw of mind resistance (+11%) (65% power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Nature/Psionic/Steamtech Weapon Damage 111% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 Uses 1.0 Steam When used to Attack: On-Hit, radius 1 +11 fire While equipped: offense ------ On-Hit 6 fire When Hit 5 fire defense ------ Armor +3 Defense +4 (+4 eff.) Fatigue +6% Resistance +11% mind other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| In off hand | balanced iron steamsaw of lightning resistance (+17%) (101% power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego] Master/Steamtech Weapon Damage 101% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +14 Uses 1.0 Steam While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Armor +2 Defense +7 (+7 eff.) Fatigue +4% Resistance +17% lightning Disarm Resist +20% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Light source | survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +40.00 Healmod +11% other ------- 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. |
| Main armor | iron mail armour of fire resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +15% fire A suit of armour made of mail. |
Inventory
medical injector implant of the sneak (efficiency 132% / cooldown 84%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 84%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion (heal 60; 14 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
2 schematic: Steamsaw0.1 Encumbrance 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. |
thought-forged steel battleaxe of massacre (134% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master/Psionic Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +9 mind On Hit: * 20% chance to reduce all saves and defense by 14 While equipped: Stats +3 Cun +2 Wil Massive two-handed battleaxes. |
acidic steel greatsword of erosion (125% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Nature Weapon Damage 126% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 nature On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
truestriking steel greatsword (127% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 127% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +12 (+6 eff.) Ignore Armor +10 Massive two-handed swords. |
truestriking steel mace (108% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Master Weapon Damage 108% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +10 (+5 eff.) Ignore Armor +7 Blunt and deadly. |
truestriking dwarven-steel mace (135% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Master Weapon Damage 135% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +7 (+3 eff.) Ignore Armor +7 Blunt and deadly. |
steel dagger of amnesia (103% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Psionic Weapon Damage 104% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Sharp, short and deadly. |
thought-forged iron steamsaw (103% power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego] Psionic/Steamtech Weapon Damage 104% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 On-hit +5 mind On Hit: * 10% chance to reduce all saves and defense by 14 Uses 1.0 Steam While equipped: Stats +1 Cun +1 Wil defense ------ Armor +2 Defense +2 (+2 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Flareguile the steel shield (0 def, 4 armour, 111% power, 42 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Random Unique] Arcane When used to Attack: Weapon Damage 111% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +42 On-hit +11 lightning +12 fire On-Hit, radius 1 +8 fire On-crit, radius 2 +11 light +11 fire While equipped: Stats +2 Str +2 Dex offense ------ Damage +3% fire On shield block: * Deals 15 light and fire damage to each enemy blocked When Hit 3 lightning 7 fire defense ------ Armor +4 Fatigue +8% Resistance +11% lightning +17% fire +11% light other ------- Talents +1 Block Handheld deflection devices. |
miner's pair of iron boots (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue +2% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 95% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 Encumbrance 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. |
steel grapple0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 121% efficiency and 62% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 147] simple healing salve [power 147]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 121% efficiency and 62% cooldown modifier. Heal 147 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Ce'Nadamira the Kruk Yeti Sawbutcher level 3
11st Retaking 124th year of Ascendancy at 06:58 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ce'Nadamira the Kruk Yeti Sawbutcher level 10
21st Retaking 124th year of Ascendancy at 12:00 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Ce'Nadamira the Kruk Yeti Sawbutcher level 13
34th Retaking 124th year of Ascendancy at 13:36 see stats
Log
Melee retaliation hits Sun paladin recruit for 5 fire damage.
Ce'Nadamira deactivates Rocket Boots.
Ce'Nadamira's cleansing fire area effect hits Sun paladin recruit for 34 fire damage.
Outpost Leader John casts Searing Light.
Outpost Leader John's spell attains critical power!
Outpost Leader John hits Ce'Nadamira for 100 light damage.
Outpost Leader John's light area effect hits Ce'Nadamira for 50 light damage.
Outpost Leader John casts Astral Path.
Outpost Leader John's light area effect hits Ce'Nadamira for 50 light damage.
Outpost Leader John casts Solar Orb.
Ce'Nadamira deflects the projectile from Outpost Leader John to the northwest!
Outpost Leader John's light area effect hits Ce'Nadamira for 50 light damage.
Ce'Nadamira the level 13 kruk yeti sawbutcher was purified to death by Outpost Leader John on level 3 of Sunwall Outpost.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Outpost Leader John's light area effect killed Ce'Nadamira!
Saving game...
Talent Infusion: Movement is ready to use.
Saving done.
Talent Implant: Medical Injector is ready to use.
Talent Grinding Shield is ready to use.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!








































































