












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 | Maj'Eyal |
| Mode | Insane Exploration |
| Sex | Male |
| Race | Yeek |
| Class | Psyshot |
| Level / Exp | 12 / 5% |
| Size | small |
| Lifes / Deaths | Killed by Murgol, the Yaech Lord at level 3 on the 77th Pyre 122nd year of Ascendancy at 14:48 / 38Killed by Subject Z at level 9 on the 7th Mirth 122nd year of Ascendancy at 03:27 Killed by Subject Z at level 9 on the 7th Mirth 122nd year of Ascendancy at 05:45 Killed by Subject Z at level 9 on the 7th Mirth 122nd year of Ascendancy at 09:26 Killed by Aribressra the armoured skeleton warrior at level 10 on the 7th Mirth 122nd year of Ascendancy at 14:34 Killed by thought-forged warrior at level 10 on the 7th Mirth 122nd year of Ascendancy at 17:36 Killed by Aribressra the armoured skeleton warrior at level 10 on the 7th Mirth 122nd year of Ascendancy at 20:31 Killed by thought-forged warrior at level 10 on the 7th Mirth 122nd year of Ascendancy at 21:40 Killed by Aribressra the armoured skeleton warrior at level 10 on the 8th Mirth 122nd year of Ascendancy at 00:31 Killed by Xeranor the degenerated skeleton warrior at level 11 on the 8th Mirth 122nd year of Ascendancy at 04:45 Killed by Ivata the degenerated skeleton archer at level 11 on the 8th Mirth 122nd year of Ascendancy at 14:26 Killed by Ivata the degenerated skeleton archer at level 11 on the 8th Mirth 122nd year of Ascendancy at 17:41 Killed by Ivata the degenerated skeleton archer at level 11 on the 8th Mirth 122nd year of Ascendancy at 20:31 Killed by Veluwyn the skeleton mage at level 11 on the 8th Mirth 122nd year of Ascendancy at 22:59 Killed by Ivata the degenerated skeleton archer at level 11 on the 9th Mirth 122nd year of Ascendancy at 02:39 Killed by Ivata the degenerated skeleton archer at level 11 on the 9th Mirth 122nd year of Ascendancy at 05:24 Killed by Ivata the degenerated skeleton archer at level 11 on the 9th Mirth 122nd year of Ascendancy at 06:56 Killed by Ivata the degenerated skeleton archer at level 11 on the 9th Mirth 122nd year of Ascendancy at 10:08 Killed by Ivata the degenerated skeleton archer at level 11 on the 9th Mirth 122nd year of Ascendancy at 13:59 Killed by Cyrothra the degenerated skeleton warrior at level 11 on the 9th Mirth 122nd year of Ascendancy at 16:40 Killed by Eilinulaith the armoured skeleton warrior at level 11 on the 9th Mirth 122nd year of Ascendancy at 19:51 Killed by Eilinulaith the armoured skeleton warrior at level 11 on the 9th Mirth 122nd year of Ascendancy at 22:08 Killed by Eilinulaith the armoured skeleton warrior at level 11 on the 10th Mirth 122nd year of Ascendancy at 01:20 Killed by Eilinulaith the armoured skeleton warrior at level 11 on the 10th Mirth 122nd year of Ascendancy at 02:48 Killed by Eilinulaith the armoured skeleton warrior at level 11 on the 10th Mirth 122nd year of Ascendancy at 06:03 Killed by Eilinulaith the armoured skeleton warrior at level 11 on the 10th Mirth 122nd year of Ascendancy at 10:25 Killed by Emelima the degenerated skeleton archer at level 11 on the 10th Mirth 122nd year of Ascendancy at 16:14 Killed by Eilinulaith the armoured skeleton warrior at level 11 on the 10th Mirth 122nd year of Ascendancy at 19:43 Killed by skeleton warrior at level 11 on the 10th Mirth 122nd year of Ascendancy at 22:06 Killed by Eilinulaith the armoured skeleton warrior at level 11 on the 10th Mirth 122nd year of Ascendancy at 23:56 Killed by Eilinulaith the armoured skeleton warrior at level 11 on the 1st Summertide 122nd year of Ascendancy at 00:45 Killed by Eilinulaith the armoured skeleton warrior at level 11 on the 1st Summertide 122nd year of Ascendancy at 05:05 Killed by Eilinulaith the armoured skeleton warrior at level 11 on the 1st Summertide 122nd year of Ascendancy at 07:22 Killed by Eilinulaith the armoured skeleton warrior at level 11 on the 1st Summertide 122nd year of Ascendancy at 08:36 Killed by Aditha the ghast at level 11 on the 1st Summertide 122nd year of Ascendancy at 12:24 Killed by Aditha the ghast at level 11 on the 1st Summertide 122nd year of Ascendancy at 16:23 Killed by Aditha the ghast at level 11 on the 1st Summertide 122nd year of Ascendancy at 18:39 Killed by bloated horror at level 12 on the 2nd Summertide 122nd year of Ascendancy at 11:00 |
Primary Stats
| Strength | 16 (base 11) |
| Dexterity | 36 (base 30) |
| Constitution | 12 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 33 (base 22) |
| Cunning | 33 (base 21) |
Resources
| Life | 69/182 |
| Psi | 113/113 |
| Steam | 93/100 |
| Healing Factor | 1.3164835164835 |
| Regeneration | 2.9620879120879 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 15 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 41 |
| Crit Chance | 11% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 10 |
| Accuracy | 40 |
| Crit Chance | 14% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +13% |
| Acid | +11% |
| Mind | +4% |
Offense: Damage Penetration
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 6 (57.811550151976%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 16 |
| Mental Save | 28 |
Defense: Resistances
| Mind | + 18%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 17% |
| Poison Resistance | 30% |
| Confusion Resistance | 52% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| 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 100% efficiency and cooldown mod of 100%. |
| 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 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Molten Iron Blood |
| talent | Gestalt |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
Equipment
| On feet | pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
| Quiver | pouch of iron shots (17/19, 14-16.8 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
| On hands | psychic's rough leather gloves of strength (+4) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Damage (Melee): 6 mind Changes stats: +4 Str Changes resistances: +6% mind Changes damage: +4% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | stabilizing rough leather cap of dexterity (+4) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +4 Dex Physical save: +12 (+6 eff.) Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 A cap made of leather. |
| Tool | Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 84.74 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | steel ring 'Eroregogas'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil / +5 Cun Changes resistances penetration: +10% mind Mental save: +9 (+5 eff.) Hate when firing a critical mind attack: +5.00 Spellpower: +7 (+3 eff.) Mental crit. chance: +2% Rings can have magical properties. |
| In main hand | steel steamgun 'Vorynn'Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +7 acid / +8 draining blight Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +4 Changes stats: +2 Dex Changes damage: +11% acid / +13% blight Talent cooldown: Strafe (-2 turns) Physical save: +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| In off hand | Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 24 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Light source | survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) 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. |
| Main armor | Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 44.79 to 134.37 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 104)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 104 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.chilling steel greatmaul (28.5-42.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +13 cold Massive two-handed mauls. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
iron steamgunRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
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. |
umbral rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 darkness Changes stats: +2 Mag Changes resistances: +6% darkness Changes damage: +4% darkness / +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
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. |
simple frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 121] simple healing salve [power 121]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 121, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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. |
2 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 (Exploration mode)
Got a character to level 10.By I'll give it a shot the Yeek Psyshot level 10
7th Mirth 122nd year of Ascendancy at 12:12 see stats
Log
Talent Gestalt is ready to use.
I'll give it a shot activates Gestalt.
You are sent back to the material plane!
Saving done.
I'll give it a shot shoots!
I'll give it a shot hits Decaying devourer for 16 nature, 5 mind (22 total damage).
I'll give it a shot's Shoot hits Decaying devourer for 44 physical, 6 acid, 6 blight (56 total damage).
I'll give it a shot receives 3 healing from Decaying devourer.
Decaying devourer is free from the bloodstar.
Decaying devourer tries to bite I'll give it a shot with razor sharp teeth!
I'll give it a shot shrugs off the effect 'Bleeding'!
The scent of blood sends the Decaying devourers into a frenzy!
Decaying devourer is free from the bloodstar.
Decaying devourer hits I'll give it a shot for 33 physical damage.
I'll give it a shot hits Decaying devourer for 9 fire damage.
Aerewyn the ghast is free from the bloodstar.
I'll give it a shot uses Psyshot.
A psionic shield forms around I'll give it a shot.
I'll give it a shot's Psyshot hits Decaying devourer for 69 mind damage.
I'll give it a shot's Psyshot killed Decaying devourer!
Bloated horror uses Mind Sear.
Your shield crumbles under the damage!
The psionic shield around I'll give it a shot crumbles.
Bloated horror hits I'll give it a shot for (38 absorbed), 85 mind (85 total damage).
I'll give it a shot deactivates Gestalt.
I'll give it a shot deactivates Molten Iron Blood.












































































