











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Better Item Description 1.7.4This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 10 / 98% |
| Size | huge |
| Lifes / Deaths | Killed by Aeryna the thief at level 10 on the 34th Haze 122nd year of Ascendancy at 12:32 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 25 (base 14) |
| Dexterity | 46 (base 34) |
| Constitution | 28 (base 20) |
| Magic | 8 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 16 (base 11) |
Resources
| Life | -21/318 |
| Stamina | 92/154 |
| Healing Factor | 1.3456298990388 |
| Regeneration | 4.3732971718763 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 43 |
| Crit Chance | 9% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 43 |
| Crit Chance | 9% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Lightning | +6% |
| Acid | +4% |
| Physical | +8% |
| Mind | +6% |
| Nature | +8% |
Offense: Damage Penetration
| Physical | +5% |
| Lightning | +15% |
| Mind | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 27 (30%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 13 |
| Physical Save | 26 |
| Spell Save | 19 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 10%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 7%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 7%( 70%) |
| Physical | + 6%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Poison Resistance | 21% |
| Confusion Resistance | 52% |
Inscriptions (3/3)
| 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 216 life over 5 turns. Its effects scale with your Dexterity 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Effects
Quests
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 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Nightbrace' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% darkness Res.pen +5% mind ----- def ----- Armour +5 Fatigue +2% ---------- misc Light +1 Infravis +1 See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ururoddadir the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex +4 Wil +4 Cun +1 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +6% mind Res.pen +5% physical ---------- misc Light +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 | iron helm 'Zubygavea' (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Cun +1 Wil dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Alyromirion the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Str +1 Dex dps ---------- Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +1 Resists +5% acid +2% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Aluntir the elm totem of stinging [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Armour +10 Sting an enemy dealing 132 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | marksman's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
| Around neck | cleansing copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +12% nature +10% blight Poison- +21% Disease- +22% Amulets make your neck look great! |
| In main hand | Umbraquake (111% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 111% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Resists +3% acid +9% fire Spell.save +3 (+2 eff.) Sharp, short and deadly. |
| Around waist | Nimbusshear the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% lightning Res.pen +15% lightning ----- def ----- Resists +9% lightning +3% cold +3% light Spell.save +6 (+3 eff.) ---------- misc Light +1 Size +1 A belt that goes around your waist. |
| In off hand | iron dagger 'Bilepanic' (100% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 nature On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 Sharp, short and deadly. |
| Cloak | Chargehue (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 8 lightning ----- def ----- Defense +7 (+3 eff.) Resists +3% cold +5% arcane +3% darkness Phys.save +6 (+3 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Hurychik (3 def, 6 armour)9.0 T1 light armor [Rare] Disrupt While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +6% Resists +10% blight +3% temporal +10% nature Mind.save +9 (+5 eff.) Confus- +10% A suit of armour made of leather. |
Inventory
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
thick linen cloak of Eldoral (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
iron helm 'Floepulverizer' (0 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +25% temporal ----- def ----- Armour +7 Fatigue +5% Resists +5% arcane +3% cold Phys.save +9 (+4 eff.) Heal.mod +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
80 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +11% ---------- misc Light +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. |
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. |
high-capacity pouch of iron shots of accuracy (54/54, 113% power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 113% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 54 While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
3 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Beeromas the Krog Marauder level 7
4th Mirth 122nd year of Ascendancy at 07:03 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Beeromas the Krog Marauder level 10
10th Haze 122nd year of Ascendancy at 12:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Beeromas the Krog Marauder level 10
10th Haze 122nd year of Ascendancy at 12:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Beeromas the Krog Marauder level 9
1st Summertide 122nd year of Ascendancy at 00:05 see stats
Log
Acid Splash from Aeryna the thief hits Beeromas for 2 acid damage.
Bleeding from Aeryna the thief hits Beeromas for 18 physical damage.
Deep Wound from Aeryna the thief hits Beeromas for 30 physical damage.
Aeryna the thief deactivates Blade Flurry.
Aeryna the thief performs a melee critical strike against Beeromas!
Melee retaliation hits Aeryna the thief for 8 lightning, 7 lightning (16 total damage).
Aeryna the thief hits Beeromas for 43 physical, 18 physical (61 total damage).
Beeromas is dazed!
Beeromas is not dazed anymore.
Beeromas rearms.
Beeromas stops regenerating health quickly.
Acid Splash from Aeryna the thief hits Beeromas for 2 acid damage.
Bleeding from Aeryna the thief hits Beeromas for 25 physical damage.
Deep Wound from Aeryna the thief hits Beeromas for 17 physical damage.
Melee retaliation hits Aeryna the thief for 7 lightning, 7 lightning (14 total damage).
Aeryna the thief hits Beeromas for 24 physical, 20 physical (44 total damage).
Beeromas uses Disengage.
Beeromas is moving at extreme speed!
Aerossra the white crystal hits Beeromas for 10 fire damage.
Talent Wrath of the Wilds is ready to use.
Deep Wound from Aeryna the thief hits Beeromas for 17 physical damage.
Bleeding from Aeryna the thief hits Beeromas for 25 physical damage.
Acid Splash from Aeryna the thief hits Beeromas for 2 acid damage.
Talent Infusion: Healing is ready to use.
Deep Wound from Aeryna the thief hits Beeromas for 17 physical damage.
Bleeding from Aeryna the thief hits Beeromas for 25 physical damage.
Acid Splash from Aeryna the thief hits Beeromas for 2 acid damage.
Beeromas the level 10 krog marauder was corroded to death by Aeryna the thief on level 2 of Scintillating Caves.




















































































