Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.2 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Reaver |
| Level / Exp | 16 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 16 on the 8th Flare 122nd year of Ascendancy at 07:27 / 1 |
Primary Stats
| Strength | 31 (base 18) |
| Dexterity | 30 (base 26) |
| Constitution | 29 (base 10) |
| Magic | 51 (base 43) |
| Willpower | 37 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -119/518 |
| Vim | 58/82 |
| Healing Factor | 1.7 |
| Regeneration | 70.669 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +96.153846153846% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 8 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 46 |
| Crit Chance | 67% |
| APR | 8 |
| Speed | 0.67 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 46 |
| Crit Chance | 67% |
| APR | 8 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 56.333333333333 |
| Crit Chance | 39% |
| Speed | 1 |
| Cooldown Reduction | 40 |
Offense: Mind
| Mindpower | 25.55 |
| Crit Chance | 56% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 36.5 |
| Ranged Defense | 41.333333333333 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 47.266666666667 |
| Mental Save | 17.5 |
Defense: Resistances
| All | -1%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 168 life over 5 turns. Its effects scale with your Constitution stat. |
| 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 143 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.70 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 2.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Overkill |
| talent | Willful Tormenter |
| talent | Infestation |
| talent | Ruin |
| talent | Blood Vengeance |
| talent | Bone Shield |
| detrimental effect | Reduces global action speed by 4%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 33.52 life per turn. Regeneration |
| detrimental effect | The target is in despair, reducing all damage reduction by 15%. Despair |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | Waw is fed upon by Cyrona the cave bear. Fed Upon |
Quests
You failed to protect the lost anorithil from death by king cobra. Escort: lost anorithil (level 2 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 +2. | done |
You failed to protect the repented thief from death by electric eel. Escort: repented thief (level 3 of Trollmire) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Shax 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | pair of voratun boots 'Islenne' (8 def, 5 armour) pair of voratun boots 'Islenne' (8 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 12 blight Changes stats: +3 Mag Changes resistances: +5% arcane Spell save: +26 (+9 eff.) Life regen: +4.80 Spell crit. chance: +1% Lowers spell cool-downs by: 20% Healing mod.: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ce'Newyn the brass lantern Ce'Newyn the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Physical save: +6 (+3 eff.) Only die when reaching: -80.00 life Light radius: +2 Healing mod.: +10% 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 | iron helm of dexterity (+2) (0 def, 3 armour) iron helm of dexterity (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Shockmight the voratun gauntlets (0 def, 3 armour) =Wow= Shockmight the voratun gauntlets (0 def, 3 armour) =Wow=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +40.0% Armour: +3 Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +11 Con Changes resistances: +26% darkness Changes damage: +15% lightning Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Critical mult.: +28.00% Maximum life: +20.00 Spell crit. chance: +36% Mental crit. chance: +38% Infravision radius: +8 It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
| Tool | Windbreacher (dig speed 4 turns) Windbreacher (dig speed 4 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 8 arcane / 8 fire Changes stats: +13 Str / +10 Wil Changes resistances: +6% nature / +5% arcane Changes resistances penetration: +21% physical / +15% arcane / +5% fire Lowers spell cool-downs by: 20% Mental crit. chance: +13% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 127.57 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
| On fingers | Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 127.57 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. This item has been sent to the Item's Vault. |
| Around neck | voratun amulet 'Cloudlore' =waw= voratun amulet 'Cloudlore' =waw=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -14% Changes stats: +5 Con / +10 Wil Changes resistances: +28% lightning / +4% physical Changes resistances penetration: +10% temporal Changes damage: +3% lightning Talent masteries: +0.40 Corruption / Rot +0.40 Corruption / Bone Physical save: +19 (+9 eff.) Stun/Freeze immunity: +50% Life regen: +3.00 Maximum life: +63.00 Amulets can have magical properties. |
| In main hand | Skeletal Claw (55-60.5 power, 8 apr) Skeletal Claw (55-60.5 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+5 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 9.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 7 for 211.43 physical damage, and inflicting bleeding for another 105.72 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. This item has been sent to the Item's Vault. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Skeletal Claw (55-60.5 power, 8 apr) Skeletal Claw (55-60.5 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+5 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 9.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 7 for 211.43 physical damage, and inflicting bleeding for another 105.72 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
| Cloak | linen cloak 'Rhudig' (6 def, 0 armour) linen cloak 'Rhudig' (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Con Changes resistances: +11% light / +11% fire Stealth bonus: +6 Psi when hit: +0.04 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+8 eff.) Blindness immunity: +50% Spellpower: +30 (+8 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. This item has been sent to the Item's Vault. |
Inventory
This item will automatically be transmogrified when you leave the level. Betariamira the Ravenwind (0 def, 1 armour)Betariamira the Ravenwind (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +9% acid Changes resistances penetration: +10% acid Changes damage: +6% darkness Maximum encumbrance: +22 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. iron plate armour 'Ce'Narith' (3 def, 7 armour)iron plate armour 'Ce'Narith' (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +10% Changes resistances penetration: +5% physical Reduces incoming crit damage: 10.00% Maximum life: +21.00 A suit of armour made of metal plates. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
59 alchemist agate 59 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Waw the Cornac Reaver level 10
78th Pyre 122nd year of Ascendancy at 17:14 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Waw the Cornac Reaver level 8
77th Pyre 122nd year of Ascendancy at 21:56 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Waw the Cornac Reaver level 15
4th Flare 122nd year of Ascendancy at 08:48 see stats
Log
Agony from Cyrona the cave bear hits Waw for 58 mind damage.
Bleeding from Waw hits Ivatha the giant yellow ant for (66 to psi shield), 44 physical (44 total damage).
Bleeding from Waw hits Cyrona the cave bear for 38 physical damage.
Waw uses Infusion: Wild.
Waw is no longer poisoned.
Waw is cured!
Waw lessens the pain.
Acid Splash from Wretchling hits Carrion worm mass for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Ivatha the giant yellow ant for (14 to psi shield), 5 acid (5 total damage).
Wretchling's acid area effect hits Cyrona the cave bear for 17 acid damage.
Wretchling's acid area effect hits Shadow for 21 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Carrion worm mass for 0 acid damage.
Wretchling's acid area effect hits Ivatha the giant yellow ant for (14 to psi shield), 5 acid (5 total damage).
Wretchling's acid area effect hits Cyrona the cave bear for 17 acid damage.
Wretchling's acid area effect hits Shadow for 21 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Waw for 16 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Ivatha the giant yellow ant for (14 to psi shield), 5 acid (5 total damage).
Wretchling's acid area effect hits Carrion worm mass for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Waw for 16 acid damage.
Ivatha the giant yellow ant dashes quickly!
Wretchling is poisoned!
Shadow casts Blindside.
Saving game...
