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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!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 | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 22 / 79% |
| Size | big |
| Lifes / Deaths | Killed by Nektosh the One-Horned at level 15 on the 37th Retaking 124th year of Ascendancy at 12:27 0 / 7Killed by Nektosh the One-Horned at level 15 on the 37th Retaking 124th year of Ascendancy at 13:27 Killed by Nektosh the One-Horned at level 15 on the 37th Retaking 124th year of Ascendancy at 14:51 Killed by Eilinekira the ritch larva at level 16 on the 14th Revenge 124th year of Ascendancy at 16:41 Killed by Eilinytira the sewer alligator at level 18 on the 24th Revenge 124th year of Ascendancy at 04:48 Killed by High Sun Paladin Aeryn at level 22 on the 22nd Pain 124th year of Ascendancy at 09:34 Killed by High Sun Paladin Aeryn at level 22 on the 22nd Pain 124th year of Ascendancy at 09:49 |
Primary Stats
| Strength | 55 (base 37) |
| Dexterity | 21 (base 10) |
| Constitution | 56 (base 39) |
| Magic | 18 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 38 (base 29) |
Resources
| Life | -224/764 |
| Steam | 34/100 |
| Healing Factor | 1.3293097345133 |
| Regeneration | 1.9274991150442 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 9 |
| Lite | 5 |
| Infravision | 4 |
| Stealth | 10 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 40 |
| Crit Chance | 14% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 40 |
| Crit Chance | 13% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +15% |
| Lightning | +10% |
| Mind | +19% |
| Physical | +12% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Acid | +36% |
| Lightning | +41% |
| Mind | +51% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 44 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 18 |
| Physical Save | 35 |
| Spell Save | 28 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Physical | + 39%( 70%) |
| Cold | + 49%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 39%( 70%) |
| Temporal | + 21%( 70%) |
| Lightning | + 20%( 70%) |
| Fire | + 39%( 70%) |
| Mind | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 41% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| 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 120% efficiency and cooldown mod of 84%. Its effects scale with your Strength stat. |
| 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%. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 97 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Battle machinery | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.68 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.68 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.88 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Overheat Saws |
| beneficial effect | Increases all saws talent levels by 38%. Overcharge Saws |
| beneficial effect | The target is under the effect of the moons. Decreasing lite and sight radius by 1, increasing stun immunity by 30%, granting 10 stealth and darkness resistance by 30%. Moon Radiance |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+2 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 21 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
| Light source | bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 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 | Arcwalker (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +12% acid / +9% lightning Changes resistances penetration: +20% lightning / +10% acid Infravision radius: +2 A cap made of leather. |
| On hands | iron gauntlets (0 def, 1 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | steel ring 'Lisatta'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str / +2 Dex / +5 Mag Changes resistances: +6% cold Spell save: +15 (+7 eff.) Mental save: +6 (+3 eff.) Knockback immunity: +15% Infravision radius: +2 Rings can have magical properties. |
| On fingers | steel ring of the mountain (+12%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% physical Changes damage: +12% physical Rings can have magical properties. |
| Around neck | Haresahek the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +10 (+5 eff.) Changes stats: +8 Lck / +4 Con Changes resistances: +10% temporal Changes resistances penetration: +15% mind Changes damage: +3% mind Mental save: +26 (+10 eff.) Pinning immunity: +23% Knockback immunity: +25% Mindpower: +2 (+1 eff.) Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
| In main hand | Frostbite (18-27 power, 12 apr)Requires: - Strength 18 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 18.0 - 27.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Crit. chance: +3.0% Attack speed: 100% Block value: +60 Damage conversion: 50% ice Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +7 (+4 eff.) Fatigue: +9% Talent granted: +1 Block Ice block penetration: +40% Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
| Around waist | Brightsever the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances penetration: +15% acid Changes damage: +15% light / +12% acid Physical save: +7 (+4 eff.) Mindpower: +4 (+2 eff.) Light radius: +2 A belt that goes around your waist. |
| In off hand | arcing steel steamsaw of cold resistance (+16%) (16.5-24.75 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 16.5 - 24.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +24 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +16% cold 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! |
| Cloak | Galemarrow (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+7 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes resistances: +6% mind Changes resistances penetration: +10% lightning / +25% mind Changes damage: +6% mind Maximum life: +58.00 Maximum stamina: +23.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)Requires: - Strength 16 Crafted by a master Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Dex Reduces opponents crit chance: 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
Inventory
Rune of Reflection (absorb and reflect 190 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 190 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-10 eff.) Mindpower: -10 (-6 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
steel mail armour of command (8 def, 10 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +8 (+4 eff.) Fatigue: +14% Changes stats: +2 Cun Mental save: +12 (+5 eff.) A suit of armour made of mail. |
76 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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 No medical injector available, values are indicative only. 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 123] simple healing salve [power 123]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 123, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Ivota the Orc Sawbutcher level 11
24th Retaking 124th year of Ascendancy at 04:17 see stats
Level 10
Got a character to level 10.By Ivota the Orc Sawbutcher level 10
21st Retaking 124th year of Ascendancy at 07:52 see stats
Level 20
Got a character to level 20.By Ivota the Orc Sawbutcher level 20
32nd Revenge 124th year of Ascendancy at 11:48 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ivota the Orc Sawbutcher level 21
33rd Revenge 124th year of Ascendancy at 13:48 see stats
Unstoppable
Returned from the dead.By Ivota the Orc Sawbutcher level 22
22nd Pain 124th year of Ascendancy at 09:34 see stats
Log
High Sun Paladin Aeryn uses Block.
Shield of Light hits High Sun Paladin Aeryn for 9 healing, 9 healing, 9 healing, 9 healing (0 total damage) [37 healing].
High Sun Paladin Aeryn hits Iceblock for 16 lightning, 21 light, 16 lightning, 21 light, 16 lightning (89 total damage).
High Sun Paladin Aeryn hits Ivota for 208 light, 13 lightning, 0 light (220 total damage).
Tempest of Metal hits High Sun Paladin Aeryn for 8 cold, (2 to ice), 5 physical, (9 to ice), 27 fire, (2 to ice), 6 physical, (1 to ice), 4 lightning, (9 to ice), 27 fire (78 total damage).
Ivota hits High Sun Paladin Aeryn for (10 absorbed), 26 cold, 30 physical, 36 fire, (7 to ice), 21 physical, (1 to ice), 4 lightning, (9 to ice), 27 fire (144 total damage).
High Sun Paladin Aeryn notices you at the last moment!
High Sun Paladin Aeryn is on fire!
Ivota performs a melee critical strike against High Sun Paladin Aeryn!
High Sun Paladin Aeryn's armor corrodes!
High Sun Paladin Aeryn is fully armored again.
High Sun Paladin Aeryn casts Rune: Shielding.
A shield forms around High Sun Paladin Aeryn.
Shield of Light hits High Sun Paladin Aeryn for 9 healing, 9 healing, 9 healing, 9 healing (0 total damage) [37 healing].
Burning from Ivota hits High Sun Paladin Aeryn for 24 fire damage.
Ivota hits High Sun Paladin Aeryn for 34 cold, (46 blocked), 0 physical, 36 fire, (62 blocked), 0 physical, (5 blocked), 0 lightning, 36 fire (106 total damage).
High Sun Paladin Aeryn hits Ivota for (13 shifted), 0 lightning, 18 light, 13 lightning, 18 light (48 total damage).
High Sun Paladin Aeryn notices you at the last moment!
High Sun Paladin Aeryn shrugs off the effect 'Armor Corroded'!
High Sun Paladin Aeryn notices you at the last moment!
High Sun Paladin Aeryn shrugs off the effect 'Frozen'!
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn shrugs off the effect 'Armor Corroded'!
High Sun Paladin Aeryn is dazed!
High Sun Paladin Aeryn is not dazed anymore.
High Sun Paladin Aeryn stops burning.
High Sun Paladin Aeryn uses You Shall Be My Weapon!.
Saving game...


































































