Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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:
ZOmnibus Addon Pack 1.4.0Combines 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: Improved player targetting 1.2.0Player's targetting improvements. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 24 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton master archer at level 17 on the 41st Dusk 122nd year of Ascendancy at 16:46 0 / 8Killed by snow giant boulder thrower at level 17 on the 42nd Dusk 122nd year of Ascendancy at 12:26 Killed by void shard at level 18 on the 49th Dusk 122nd year of Ascendancy at 03:50 Killed by icy orc wyrmic at level 21 on the 13rd Regrowth 123rd year of Ascendancy at 07:25 Killed by Grand Corruptor at level 23 on the 23rd Regrowth 123rd year of Ascendancy at 05:10 Killed by elven cultist at level 24 on the 53rd Regrowth 123rd year of Ascendancy at 22:56 Killed by elven cultist at level 24 on the 54th Regrowth 123rd year of Ascendancy at 00:08 Killed by Isumina the elven guard at level 24 on the 54th Regrowth 123rd year of Ascendancy at 17:07 |
Primary Stats
| Strength | 54 (base 32) |
| Dexterity | 76 (base 54) |
| Constitution | 28 (base 26) |
| Magic | 16 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | -7/658 |
| Mana | 118/143 |
| Stamina | 20/132 |
| Healing Factor | 1.12 |
| Regeneration | 7.448 |
Speed
| Mental | +40.297827912734% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 62 |
| Crit Chance | 4% |
| APR | 33 |
| Speed | 0.53 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.15 |
| Crit Chance | 2% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 37.867328883461 |
| Ranged Defense | 37.867328883461 |
| Fatigue | 7 |
| Physical Save | 31.85 |
| Spell Save | 21.425 |
| Mental Save | 21.225 |
Defense: Resistances
| All | + 8%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 19% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
| Disarm Resistance | 25% |
| Bleed Resistance | 100% |
| Pinning Resistance | 54% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 180 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 350 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 249.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 0.90 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Rapid Shot |
| talent | Premonition |
| talent | Intuitive Shots |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| beneficial effect | Reduces mind damage received by 13%. Premonition Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by fox. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost anorithil from death by snow giant boulder thrower. Escort: lost anorithil (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by orc soldier. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 98. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Elovena the pair of iron boots (11 def, 3 armour) Elovena the pair of iron boots (11 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+4 eff.) Fatigue: +2% Changes resistances: +5% arcane Pinning immunity: +10% Maximum life: +10.00 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 27% chance to completely evade them and granting you 15 defense for 6 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed quiver of yew arrows of erosion (21/21, 144% power, 10 apr) barbed quiver of yew arrows of erosion (21/21, 144% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 144% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 21 On weapon crit: * wounds the target Damage (Ranged): +7 temporal / +9 nature / +8 bleed Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +2 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 | hardened leather cap 'Ragolin' (6 def, 9 armour) hardened leather cap 'Ragolin' (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +9 Defense: +6 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 4 mind Changes resistances: +4% all Physical save: +9 (+4 eff.) Stamina each turn: +0.40 A cap made of leather. |
| Tool | Isetta the dwarven-steel pickaxe (dig speed 30 turns) Isetta the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str Changes resistances: +12% acid Physical save: +6 (+3 eff.) Blindness immunity: +10% Stun/Freeze immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Weepire' copper ring 'Weepire'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +3 Mag Changes damage: +3% physical Maximum encumbrance: +20 Spell save: +6 (+3 eff.) Life regen: +0.20 Rings can have magical properties. |
| On fingers | wizard's copper ring of pilfering wizard's copper ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +7 (+3 eff.) Changes stats: +3 Mag Spell save: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around waist | Salolranne the Noonvenom Salolranne the NoonvenomPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +7 Damage when hit (Melee): 4 mind Changes resistances: +8% lightning / +8% temporal / +3% mind Changes resistances penetration: +5% light / +10% mind Changes damage: +6% light Critical mult.: +8.00% It can be used to create a temporary shield that absorbs 248 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: A steady shot, doing 189% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Changes stats: +2 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | troll-hide hardened leather armour of Toknor (3 def, 6 armour) troll-hide hardened leather armour of Toknor (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Critical mult.: +12.00% Life regen: +6.20 Healing mod.: +12% A suit of armour made of leather. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Polydhenor the stralite amulet Polydhenor the stralite amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Changes stats: +5 Wil Changes resistances: +6% acid / +34% temporal Critical mult.: +18.00% Mental save: +13 (+6 eff.) Poison immunity: +15% Disarm immunity: +25% Confusion immunity: +19% Pinning immunity: +44% Knockback immunity: +50% Mindpower: +13 (+6 eff.) Amulets can have magical properties. |
Inventory
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+4 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Martyn the Skeleton Archer level 20
44th Haze 122nd year of Ascendancy at 04:38 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Martyn the Skeleton Archer level 16
39th Dusk 122nd year of Ascendancy at 14:07 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Martyn the Skeleton Archer level 24
48th Regrowth 123rd year of Ascendancy at 13:39 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Martyn the Skeleton Archer level 23
29th Regrowth 123rd year of Ascendancy at 16:40 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Martyn the Skeleton Archer level 20
60th Dusk 122nd year of Ascendancy at 01:28 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Martyn the Skeleton Archer level 10
1st Flare 122nd year of Ascendancy at 05:00 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Martyn the Skeleton Archer level 20
59th Dusk 122nd year of Ascendancy at 22:07 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Martyn the Skeleton Archer level 20
1st Haze 122nd year of Ascendancy at 11:53 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Martyn the Skeleton Archer level 23
27th Regrowth 123rd year of Ascendancy at 08:41 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Martyn the Skeleton Archer level 10
2nd Flare 122nd year of Ascendancy at 00:31 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Martyn the Skeleton Archer level 20
80th Haze 122nd year of Ascendancy at 18:43 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Martyn the Skeleton Archer level 23
47th Regrowth 123rd year of Ascendancy at 14:10 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Martyn the Skeleton Archer level 18
48th Dusk 122nd year of Ascendancy at 15:35 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Martyn the Skeleton Archer level 24
54th Regrowth 123rd year of Ascendancy at 00:09 see stats
Log
Talent Relaxed Shot is ready to use.
Elven cultist casts Dark Portal.
Martyn is afflicted by a decrepitude disease!
Elven cultist's Soul Rot hits Elven cultist for 240 blight damage.
Martyn shoots!
Martyn casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Decrepitude Disease from Elven cultist hits Martyn for (51 absorbed), 0 blight (0 total damage).
Decrepitude Disease from Elven cultist hits Martyn for (51 absorbed), 0 blight (0 total damage).
Decrepitude Disease from Elven cultist hits Martyn for (51 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Martyn crumbles.
Decrepitude Disease from Elven cultist hits Martyn for (27 absorbed), 24 blight (24 total damage).
Talent Re-assemble is ready to use.
Decrepitude Disease from Elven cultist hits Martyn for 51 blight damage.
The protective shield of Martyn disappears.
Martyn is free from the decrepitude disease.
Talent Crippling Shot is ready to use.
Talent Dual Arrows is ready to use.
Isumina the elven guard uses Mind Sear.
Isumina the elven guard's mind surges with critical power!
Martyn casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Saving game...
