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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Allow Respec Anywhere 1.2.3Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. 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: Items Vault 1.5.0Donators/Buyers bonus! Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Forbidden Cults 1.5.9Official 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 | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Oozemancer |
| Level / Exp | 50 / 120% |
| Size | medium |
| Lifes / Deaths | Killed by bloated horror at level 50 on the 1st Mirth 122nd year of Ascendancy at 13:13 7 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 64 (base 60) |
| Dexterity | 60 (base 57) |
| Constitution | 73 (base 60) |
| Magic | 10 (base 10) |
| Willpower | 79.889931629475 (base 60) |
| Cunning | 80.889931629475 (base 60) |
Resources
| Life | -159/801 |
| Stamina | 466/466 |
| Equilibrium | 109 |
| Healing Factor | 1.6388888888889 |
| Regeneration | 7.1291666666667 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.488372093023% |
| Spell | 0% |
| Global | +117.29957955368% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 10 |
| See Stealth | 81.341299987167 |
| See Invisible | 81.341299987167 |
Offense: Mainhand
| Damage | 131 |
| Accuracy | 52 |
| Crit Chance | 26% |
| APR | 82 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 111 |
| Accuracy | 52 |
| Crit Chance | 26% |
| APR | 65 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Physical | +7% |
| Nature | +20% |
Offense: Damage Penetration
| Acid | +60% |
| Physical | +4% |
| Nature | +60% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 25 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 49 |
| Mental Save | 49 |
Defense: Resistances
| Physical | -15%( 70%) |
| Lightning | -20%( 70%) |
| Nature | + 11%( 70%) |
| Darkness | + 63%( 70%) |
| Blight | -8%( 70%) |
| Arcane | + 10%( 70%) |
| Acid | + 11%( 70%) |
| All | -20%( 70%) |
Defense: Immunities
| Silence Resistance | 65% |
| Bleed Resistance | 78% |
| Confusion Resistance | 100% |
| Fear Resistance | 60% |
| Instadeath Resistance | 100% |
| Poison Resistance | 78% |
| Blind Resistance | 78% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 56) for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 502 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Oozing blades | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Corrosive blades | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Moss | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Eyal's fury | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Ooze | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Slime | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mucus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Adventure / Partner | 1.00 |
| 0/23 |
| 0/37 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Wild-gift / Antimagic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Yeek | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Acidic Soil |
| talent | Psiblades |
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Wild Growth |
| detrimental effect | The target is on fire, taking 8.00 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| detrimental effect | Caught in a slimy tendril, reducing all damage by 36%. Slimy Tendril |
| beneficial effect | Nature damage increased by 20%. Natural Acid |
| detrimental effect | Half turned to stone, reducing movement speed by 73% and 35% chances to shatter on damage, increasing damge taken by 72%. Writhing Hairs |
| beneficial effect | The target's combat damage is improved by 21 and it an continue to fight past the point of exhaustion, supplementing life for stamina. Adrenaline Surge |
| beneficial effect | You gain 61% resistance against darkness. Resolve |
| beneficial effect | Acid damage increased by 20%. Corrosive Nature |
| detrimental effect | Target briefly saw what True Horror means, deeply scaring it. 39% chances to fail using a talent. Glimpse of True Horror |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | Covered in defiled blood, healing the source for 36% of all damage done. Defiled Blood |
| beneficial effect | The target is recovering 33 life each turn. Recovery |
| detrimental effect | Sho'zak Mak'noll is writhing in agony, suffering from 42 to 211 damage over 5 turns. Agony |
| beneficial effect | All damage you do also trigget a manaburn for 15% of the damage done. Mana Clash |
| beneficial effect | The target has been directly exposed to arcane energies and has responded by reasserting it's connection to nature, restoring 7.2 Equilibrium per turn. Natural Replenishment |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | pair of hardened leather boots of uncanny dodging (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% A pair of boots made of leather. |
| Light source | preserving dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% blight Life regen: +1.80 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 10 power out of 38/45) : Effective talent level: 2.4 Power cost: 10 out of 38/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 31% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 24%. Fear effects improve with your Mindpower. 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 it's hollow eye sockets seem to stare back into you. |
| Tool | dwarven-steel pickaxe of deeplife (dig speed 23 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +8% darkness Damage affinity(heal): +15% darkness Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savage's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +20 (+7 eff.) Life regen: +1.70 Maximum life: +56.00 Maximum stamina: +35.00 Healing mod.: +25% Rings can have magical properties. |
| Around neck | wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +5 Cun / +3 Con Life regen: +0.60 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
| In main hand | honing living mindstar of balance (16.5-18.15 power, 82 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 98% Wil, 59% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +82 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +4% physical Changes resistances penetration: +4% physical Changes damage: +7% physical Physical save: +6 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +1.10 Mindpower: +20 (+5 eff.) Mental crit. chance: +5% 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 | monstrous hardened leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +8 Con Physical save: +5 (+2 eff.) Mental save: +8 (+3 eff.) Mindpower: +5 (+1 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | summoner's pulsing mindstar (12.5-13.75 power, 65 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar summons a caller. Base power: 12.5 - 13.8 Uses stats: 88% Wil, 49% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +65 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +27 (+6 eff.) Mental crit. chance: +6% 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 | elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +24 (+8 eff.) Defense: +3 (+2 eff.) Fatigue: -7% Maximum life: +60.00 Maximum stamina: +29.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Sho'zak Mak'noll the Yeek Oozemancer level 26
76th Pyre 122nd year of Ascendancy at 05:06 see stats
Arena Battler 50
Got to wave 50 in the arena.By Sho'zak Mak'noll the Yeek Oozemancer level 46
79th Pyre 122nd year of Ascendancy at 11:06 see stats
Grand Master
Earned the rank of Grand Master in the arena.By Sho'zak Mak'noll the Yeek Oozemancer level 49
1st Mirth 122nd year of Ascendancy at 10:10 see stats
Level 10
Got a character to level 10.By Sho'zak Mak'noll the Yeek Oozemancer level 10
74th Pyre 122nd year of Ascendancy at 21:20 see stats
Level 20
Got a character to level 20.By Sho'zak Mak'noll the Yeek Oozemancer level 20
75th Pyre 122nd year of Ascendancy at 12:23 see stats
Level 30
Got a character to level 30.By Sho'zak Mak'noll the Yeek Oozemancer level 30
76th Pyre 122nd year of Ascendancy at 16:33 see stats
Level 40
Got a character to level 40.By Sho'zak Mak'noll the Yeek Oozemancer level 40
78th Pyre 122nd year of Ascendancy at 12:18 see stats
Level 50
Got a character to level 50.By Sho'zak Mak'noll the Yeek Oozemancer level 50
1st Mirth 122nd year of Ascendancy at 10:10 see stats
Size matters
Did over 600 damage in one attack.By Sho'zak Mak'noll the Yeek Oozemancer level 40
78th Pyre 122nd year of Ascendancy at 17:56 see stats
XXX the Destroyer
Earned the rank of Destroyer in the arena.By Sho'zak Mak'noll the Yeek Oozemancer level 26
76th Pyre 122nd year of Ascendancy at 07:21 see stats
Log
Sho'zak Mak'noll is recovering from the damage!
Bloated horror is not intimidated!
Sho'zak Mak'noll's draconic body hardens and heals!
Bloated horror hits Sho'zak Mak'noll for 960 mind damage.
Sho'zak Mak'noll receives 525 healing from Draconic Body.
Sho'zak Mak'noll the level 50 yeek oozemancer was psyched to death by a bloated horror on level 61 of The Arena.
The Abomination resists the stun!
Draconic Body killed Sho'zak Mak'noll!
Mana Clash from Sho'zak Mak'noll hits The Abomination for 0 arcane, 0 arcane (0 total damage).
Sho'zak Mak'noll hits The Abomination for (30 resist armour), 62 healing, 151 fire, (30 resist armour), 73 healing, 178 physical (328 total damage) [135 healing].
Sho'zak Mak'noll has finished recovering.
Sho'zak Mak'noll deactivates Wild Growth.
Sho'zak Mak'noll deactivates Psiblades.
Sho'zak Mak'noll is no longer toxic to arcane users.
The skin of Sho'zak Mak'noll starts dripping acid.
Sho'zak Mak'noll is free from the tendril.
Sho'zak Mak'noll deactivates Acidic Soil.
Sho'zak Mak'noll deactivates Unstoppable Nature.
Sho'zak Mak'noll stops burning.
Sho'zak Mak'noll stops restoring Equilibrium.
Sho'zak Mak'noll's nature damage is no longer so potent.
Sho'zak Mak'noll deactivates Daunting Presence.
Sho'zak Mak'noll is clear from the black blood.
Sho'zak Mak'noll is no longer attuned.
Sho'zak Mak'noll's acid damage is no longer so potent.
Sho'zak Mak'noll is no longer writhing in agony.
Sho'zak Mak'noll is less afraid.
Sho'zak Mak'noll deactivates Mitosis.
Sho'zak Mak'noll's adrenaline surge has come to an end.
Sho'zak Mak'noll looks less like a statue.















































































