











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Adventuring Party 1.7.4Tired 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. |
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 34 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 72.272733630532 (base 17) |
| Dexterity | 71.545467261063 (base 22) |
| Constitution | 69.545467261064 (base 43) |
| Magic | 83.272733630532 (base 37) |
| Willpower | 86 (base 43) |
| Cunning | 79.545467261063 (base 42) |
Resources
| Life | 1298/1298 |
| Mana | 228/228 |
| Psi | 166/166 |
| Healing Factor | 0.87521214786933 |
| Regeneration | 0.21880303696733 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.20512205326% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Stealth | 16.938887889096 |
| See Invisible | 37.645234861484 |
Offense: Mainhand
| Damage | 146 |
| Accuracy | 32 |
| Crit Chance | 28% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 35% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +31% |
| Nature | +18% |
| Blight | +9% |
| Arcane | +17% |
| Acid | +6% |
| All | 0% |
Offense: Damage Penetration
| Nature | +40% |
| Lightning | +55% |
| Arcane | +73% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 57.376333441328 (69.94504671007%) |
| Defense | 63 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 60 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Arcane | + 54%( 70%) |
| Mind | + 22%( 70%) |
| All | + 26%( 70%) |
| Darkness | + 43%( 78%) |
| Light | + 45%( 70%) |
| Temporal | + 31%( 70%) |
| Physical | + 26%( 70%) |
| Cold | + 48%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 38% |
| Fear Resistance | 45% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 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 171 damage for 6 turns. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Spell / Meta | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Water | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 12/13 |
| 27/28 |
| 2/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Spell / Divination | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Through The Crowd |
| talent | Adventure Friendly Fire Disabler |
| talent | Disruption Shield |
| talent | Arcane Power |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Pure Aether |
| talent | Thunderstorm |
| talent | Augmentation |
| talent | Spellcraft |
| talent | Feather Wind |
| talent | Defensive Posture |
| talent | Premonition |
| talent | Shielding |
| talent | Beyond the Flesh |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.3)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +4 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
| beneficial effect | Reduces light damage received by 23%. Premonition Shield |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.3)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +7% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +9 See Invisible Power 2+: -1 Luck, +6 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | The target's spellpower has been increased by 7. Spellsurge |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+39% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+14% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
Quests
Equipment
| Psionic focus | ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
| Light source | Yvomina the ArcmireInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% fire / +5% arcane / +3% light Changes resistances penetration: +5% lightning Changes damage: +12% nature Mental save: +6 (+1 eff.) Light radius: +3 See stealth: +7 See invisible: +6 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 | linen wizard hat 'Gota' (Shrouds) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag Changes resistances: +5% arcane Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Curse of Shrouds A pointy cloth hat, very wizardly... |
| On feet | pair of hardened leather boots 'Blazebutcher' (Misfortune) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Effects on melee hit: * 10% chance to reduce armor by 39% Changes resistances: +15% acid / +6% fire / +6% temporal Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +6% acid Stamina each turn: +0.30 Maximum life: +36.00 Movement speed: +10% Curse of Misfortune A pair of boots made of leather. |
| Tool | Scorpionenvy the ash wand of shielding [power 218] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Cun / +6 Wil Maximum wards: +3 lightning / +3 fire / +3 darkness / +3 acid Changes resistances penetration: +15% nature Changes damage: +6% nature Talent granted: +1 Ward Critical mult.: +20.00% Equilibrium when hit: +0.16 It can be used to create a shield absorbing up to 374 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Rings make your fingers look great! |
| On fingers | psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+1 eff.) Rings make your fingers look great! |
| Around neck | insulating steel amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% fire / +12% cold Amulets make your neck look great! |
| In main hand | ethereal elven-wood magestaff of the prodigy (Shrouds) (25-30 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +14 (+3 eff.) Changes stats: +10 Mag / +15 Wil / +7 Cun Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +17 (+5 eff.) Spell crit. chance: +4% Damage Shield penetration: +22% Damage Shield Power: +16% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic hardened leather gloves of magic (+3) (Misfortune) (0 def, 6 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Mag Changes damage: +6% arcane Mental save: +5 (+1 eff.) Maximum life: +57.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Khelizilachak the Earthfame (Misfortune)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Mag Changes resistances: +3% nature Changes damage: +9% blight Maximum encumbrance: +20 Mana each turn: +0.12 Maximum mana: +60.00 Curse of Misfortune A belt that goes around your waist. |
| Cloak | resilient linen cloak of sorcery (Madness) (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Maximum life: +32.00 Spell crit. chance: +4% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Darkbutcher (Corpses) (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Dex / +4 Mag / +5 Wil / +3 Cun / +5 Con Changes resistances: +9% darkness / +17% cold Changes resistances penetration: +15% lightning Infravision radius: +3 Curse of Corpses A suit of armour made of mail. |
Inventory
Nereta the yew magestaff (Misfortune) (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +2 Changes resistances: +6% mind / +6% light Changes damage: +20% lightning Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Physical save: +18 (+6 eff.) Mana each turn: +0.21 Only die when reaching: -80.00 life Maximum mana: +49.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
greater yew magestaff (Misfortune) (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% cold / +20% arcane / +20% fire Talent granted: +1 Command Staff Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
stormwoven silk robe of fire (+5%) (Misfortune) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +4 Mag / +6 Wil Changes resistances: +5% lightning / +6% cold / +25% fire / +13% all Changes damage: +11% lightning / +17% physical / +17% fire / +14% cold Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots of tirelessness (Madness) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Stamina each turn: +0.30 Maximum stamina: +10.00 Infravision radius: +1 Curse of Madness A pair of boots made of leather. |
iron pickaxe (dig speed 39 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Amugrim the elm totem of stinging [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +6% blight / +5% arcane Knockback immunity: +20% It can be used to sting an enemy dealing 137 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 35. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Saving game...
Saving done.
Character control switched to Jonas Slayer.
You give regeneration infusion (heal 362; 17 cd) to Slinger.
Character control switched to Slinger.
Paladin slows down.
You have no more inscription slots.
You are now inscribed with Infusion: Regeneration.
Slinger deactivates Through The Crowd.
Slinger activates Through The Crowd.
Slinger deactivates Adventure Friendly Fire Disabler.
Slinger activates Adventure Friendly Fire Disabler.
Slinger deactivates Apply Poison.
Slinger activates Apply Poison.
Slinger deactivates Skate.
Slinger activates Skate.
Slinger deactivates Elemental Harmony.
Slinger activates Elemental Harmony.
Slinger deactivates Augmentation.
Slinger activates Augmentation.
Slinger deactivates Counter Shot.
Slinger activates Counter Shot.
Slinger deactivates Beyond the Flesh.
Slinger activates Beyond the Flesh.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Thermal Shield
- Charged Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Character control switched to Mage.
The furious lightning storm around Mage calms down and disappears.



































































































