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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 11 / 39% |
Size | medium |
Lifes / Deaths | Killed by Ademina the cold drake hatchling at level 11 on the 10th Dusk 122nd year of Ascendancy at 16:08 / 1 |
Primary Stats
Strength | 22 (base 13) |
Dexterity | 20 (base 12) |
Constitution | 18 (base 12) |
Magic | 15 (base 12) |
Willpower | 42 (base 28) |
Cunning | 34 (base 28) |
Resources
Psi | 63/132 |
Life | -74/501 |
Steam | 6/100 |
Stamina | 204/210 |
Equilibrium | 4 |
Healing Factor | 1.1711363549267 |
Regeneration | 4.8602158729459 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 1 |
Offense: Mainhand
Damage | 20 |
Accuracy | 35 |
Crit Chance | 17% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 16 |
Accuracy | 35 |
Crit Chance | 17% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Light | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 13 (35.65183292883%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 19 |
Mental Save | 35 |
Defense: Resistances
Acid | + 19%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
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 515 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
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 4.1 steam per turn. Can be activated for an instant burst of 21 steam. |
Class Talents
Wild-gift / Mucus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Avoidance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Psionic / Gestalt | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Mentalism | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target is surrounded by a psionic shield, absorbing 47/47 damage before it crumbles. Psionic Damage Shield |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 within1 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+3 eff.) Changes stats: +3 Str / +4 Dex / +3 Mag / +4 Wil / +4 Cun / +3 Con Blunt and deadly. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% acid Changes resistances penetration: +10% acid Changes damage: +6% light Mental save: +9 (+4 eff.) Psi when hit: +0.04 Maximum life: +40.00 Mindpower: +15 (+5 eff.) Light radius: +3 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +1 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +4 Dex / +3 Con Light radius: +4 A hat made of leather. Very stylish. |
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Damage when hit (Melee): 6 mind Changes stats: +4 Wil Critical mult.: +5.00% Equilibrium when hit: +0.04 Mindpower: +10 (+3 eff.) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+4 eff.) Armour: +5 Changes stats: +3 Str Mental save: +6 (+3 eff.) Maximum life: +41.00 When used to modify unarmed attacks: Power: 112% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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 | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 19% Changes damage: +9% darkness Physical save: +6 (+3 eff.) Mental save: +9 (+4 eff.) Mindpower: +7 (+2 eff.) Mental crit. chance: +1% A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+0 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. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Changes resistances penetration: +10% lightning Reduces incoming crit damage: 15.00% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +16% acid Life regen: +3.90 Maximum life: +31.00 Healing mod.: +10% A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 219 life over 5 turns. Its effects scale with your Willpower 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 nature talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 118% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+0 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. |
![]() thought-forged iron steamsaw of fire resistance (+16%) (101% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 101% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +12 On weapon hit: * 11% chance to reduce all saves and defense by 32 Damage (Melee): +6 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Changes stats: +2 Cun / +1 Wil Changes resistances: +16% fire Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) 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. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +3.0% Armour: +3 Fatigue: -2% Changes resistances: +2% physical Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Maximum stamina: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Changes stats: +1 Str / +3 Dex Changes resistances: +10% nature / +6% darkness Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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) Activation costs 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. |
![]() 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 Activation costs 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. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By psioz the Cornac Adventurer level 11
3rd Dusk 122nd year of Ascendancy at 05:36 see stats
By psioz the Cornac Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 21:42 see stats
By psioz the Cornac Adventurer level 7
6th Mirth 122nd year of Ascendancy at 12:46 see stats
Log
Flame turret hits psioz for (8 to psi shield), (6 flat reduction), 6 fire (6 total damage).
Mayossra the degenerated skeleton archer shoots!
psioz deflects the projectile from Mayossra the degenerated skeleton archer to the northeast!
Psioz shrugs off Ademina the cold drake hatchling's 'Miasma'!
Skeleton mage casts Manathrust.
Betitta the forest troll casts Earthen Missiles.
LIFE LOST WARNING!
Skeleton mage hits psioz for (35 to psi shield), (6 flat reduction), 71 arcane (71 total damage).
Betitta the forest troll hits psioz for (16 to psi shield), (6 flat reduction), 18 physical, (2 to psi shield), (3 flat reduction), 0 fire (18 total damage).
Poison from Psioz hits Ademina the cold drake hatchling for 0 nature damage.
Melee retaliation hits Betitta the forest troll for (7 absorbed), 0 mind (0 total damage).
Melee retaliation hits Ademina the cold drake hatchling for 7 mind damage.
Ademina the cold drake hatchling's Beyond the Flesh hits psioz for (15 to psi shield), (6 flat reduction), 16 physical, (5 flat reduction), 0 darkness, (2 to psi shield), (3 flat reduction), 0 nature, (5 to psi shield), (6 flat reduction), 2 physical, (6 flat reduction), 4 lightning (22 total damage).
The shield around Betitta the forest troll crumbles.
Betitta the forest troll starts to bleed.
Mayossra the degenerated skeleton archer's Shoot hits Betitta the forest troll for (13 absorbed), 40 physical, 8 lightning (48 total damage).
Psioz's Beyond the Flesh performs a melee critical strike against Mayossra the degenerated skeleton archer!
Talent Infusion: Regeneration is ready to use.
Psioz's Beyond the Flesh hits Mayossra the degenerated skeleton archer for 31 physical damage.
A shield forms around Betitta the forest troll.
Medic turret receives 43 healing.
Mayossra the degenerated skeleton archer receives 35 healing from Medic turret.
Flame turret receives 43 healing from Medic turret.
Betitta the forest troll receives 37 healing from Medic turret.
Ademina the cold drake hatchling receives 37 healing from Medic turret.
Ademina the cold drake hatchling deactivates Charged Aura.
Ademina the cold drake hatchling hits psioz for (6 flat reduction), 98 lightning (98 total damage).
psioz the level 11 cornac adventurer was volted to death by Ademina the cold drake hatchling on level 1 of Ruins of Kor'Pul.
A psionic shield forms around psioz.