
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
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 | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 15 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by Geenro the human at level 15 on the 56th Dusk 122nd year of Ascendancy at 06:14 / 1 |
Primary Stats
| Strength | 30 (base 30) |
| Dexterity | 16 (base 10) |
| Constitution | 14 (base 13) |
| Magic | 45 (base 41) |
| Willpower | 14 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -13/466 |
| Mana | 84/84 |
| Positive | 29/42 |
| Healing Factor | 1.1826086956522 |
| Regeneration | 1.2417391304348 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +96.153846153846% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 26 |
| Crit Chance | 23% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +16% |
| Mind | +6% |
| Physical | +9% |
| Fire | +19% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 73.062037804251 (100%) |
| Defense | 16 |
| Ranged Defense | 19 |
| Fatigue | 26 |
| Physical Save | 37 |
| Spell Save | 20 |
| Mental Save | 10 |
Defense: Resistances
| Arcane | 0%( 70%) |
| Cold | + 27%( 70%) |
| All | 0%( 70%) |
| Darkness | + 14%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 9%( 70%) |
| Fire | + 10%( 70%) |
| Lightning | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 49.44 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 45 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 132 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 34.16 to 102.48 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 218 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Premonition |
| talent | Chant of Fortress |
| beneficial effect | The target's skin reacts to damage, granting 17 armour and 30% armour hardiness. Thorny Skin |
| detrimental effect | The target is confused, acting randomly (chance 41%) and unable to perform complex actions. Confused |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Reduces global action speed by 4%. Slow |
| beneficial effect | Reduces darkness damage received by 14%. Premonition Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed length of troll intestine. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed electric eel tail. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed minotaur nose. | 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 |
Equipment
| On feet | pair of iron boots 'Glebretta' (3 def, 7 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +7 Defense +3 (+3 eff.) Rng.Def +3 (+2 eff.) Fatigue -3% Phys.save +6 (+3 eff.) HP.reg +0.80 ---------- misc Max.enc +22 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +5 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 | iron helm 'Blazepunish' (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +6% mind Res.pen +5% light Melee Ret 20 mind ----- def ----- Armour +5 Fatigue +5% Resists +9% mind ---------- misc Light +1 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | alchemist's rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +2 Wil +3 Mag dps ---------- Melee+ 4 acid 4 fire 4 lightning 4 cold ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ce'Nymita the Blastguile [power 17] (20/20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% ----- def ----- Resists +6% lightning Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Vorukira0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +4.0% Res.pen +10% physical ----- def ----- Armour +6 Phys.save +6 (+3 eff.) Max.HP +23.00 Disarm- +21% Pinning- +22% Knockbk- +21% Rings can have magical properties. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | flaming iron dagger of erosion (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Nature Power 10.5 - 13.7 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature +5 temporal On Hit.r1 +5 fire Sharp, short and deadly. |
| Around waist | grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +6% temporal Max.HP +34.00 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+6 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | linen cloak 'Cystparry' (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +2 Wil +5 Cun dps ---------- Melee Ret 16 nature ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron mail armour 'Burnqueller' (2 def, 6 armour)14.0 T1 heavy armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Dmg.mod +6% fire +9% physical ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Max.HP +20.00 Heal.mod +15% A suit of armour made of mail. |
Inventory
phase door rune (range 5; power 23; dur 4)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
insidious steel dagger of massacre (16-20.8 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 16.0 - 20.8 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +14 insidious poison Sharp, short and deadly. |
slime-covered steel dagger of dampening (14-18.2 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt Power 14.0 - 18.2 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 8% While equipped: ----- def ----- Resists +8% acid +8% fire +8% cold +6% lightning Spell.save +7 (+3 eff.) Sharp, short and deadly. |
Kilnoracle (10.5-14.7 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +15 insidious poison +12 fire On Hit: * 20% chance to corrode armour by 30% While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% fire One-handed war axes. |
Puswilder (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% nature Melee Ret 12 fire On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +1 (+1 eff.) Resists +6% nature Spell.save +5 (+2 eff.) Mind.save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
hardened leather armour of Eyal (3 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Max.HP +49.00 HP.reg +2.60 Heal.mod +10% A suit of armour made of leather. |
troll-hide hardened leather armour of stability (3 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Resists +5% physical Phys.save +13 (+5 eff.) Max.HP +42.00 HP.reg +5.50 Heal.mod +15% A suit of armour made of leather. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Metux the Cornac Sun Paladin level 10
2nd Flare 122nd year of Ascendancy at 01:10 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Metux the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 14:06 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Metux the Cornac Sun Paladin level 8
1st Mirth 122nd year of Ascendancy at 17:09 see stats
Log
Metux hits Cten the giant for 11 lightning, 11 light, 13 nature, 19 mind (54 total damage).
Metux is confused and fails to use Bathe in Light.
Geenro the human casts Searing Light.
Metux's spell attains critical power!
Geenro the human hits Metux for 124 light damage.
Metux receives 15 healing from Shield of Light.
Geenro the human's light area effect hits Metux for 68 light damage.
Metux receives 15 healing from Shield of Light.
Talent Brandish is ready to use.
Talent Infusion: Healing is ready to use.
Talent Wave of Power is ready to use.
Metux casts Sun Ray.
Cten the giant uses Dual Strike.
Metux is stunned!
Metux slows down.
Cten the giant resists the mind attack!
Cten the giant hits Metux for 6 physical, 14 physical (20 total damage).
Shield of Light hits Metux for 10 healing, 10 healing (0 total damage) [20 healing].
Metux hits Cten the giant for 11 lightning, 11 light, 13 nature, 19 mind, 4 lightning, 5 light, 5 nature, 4 mind (72 total damage).
Metux activates his Ce'Nymita the Blastguile!
Metux's skin looks a bit thorny.
Cten the giant is no longer evading attacks.
Cten the giant uses Disengage.
Cten the giant is moving at extreme speed!
Geenro the human casts Moonlight Ray.
Geenro the human's spell attains critical power!
Saving game...





































































