Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 21 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 15 on the 10th Dusk 122nd year of Ascendancy at 00:23 / 2Killed by Mindworm at level 21 on the 34th Haze 122nd year of Ascendancy at 17:26 |
Primary Stats
| Strength | 50 (base 41) |
| Dexterity | 13 (base 10) |
| Constitution | 20 (base 14) |
| Magic | 55 (base 41) |
| Willpower | 46 (base 15) |
| Cunning | 16.849216791013 (base 14) |
Resources
| Life | -19/473 |
| Mana | 68/205 |
| Stamina | 168/210 |
| Positive | 0/90 |
| Healing Factor | 1.3 |
| Regeneration | 0.325 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 11 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 42 |
| Crit Chance | 17% |
| APR | 4 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 47.227508371656 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33.469843358203 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Arcane | +10% |
| Fire | +4% |
| Physical | +12% |
Defense: Base
| Armour (hardiness) | 67.4 (100%) |
| Defense | 23.025 |
| Ranged Defense | 25.025 |
| Fatigue | 43 |
| Physical Save | 45.918610318403 |
| Spell Save | 43.868610318403 |
| Mental Save | 40.332408625618 |
Defense: Resistances
| Darkness | + 20%( 74%) |
| Lightning | + 18%( 74%) |
| Fire | + 6%( 74%) |
| Nature | + 43%( 74%) |
| Blight | + 20%( 74%) |
| Physical | + 5%( 74%) |
| Cold | + 40%( 74%) |
| All | 0%( 74%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1046% over 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 245 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 14% for 5 turns. |
Class Talents
| Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Earth | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Inner Power |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Shock Hands |
| talent | Shielding |
| talent | Fiery Hands |
| beneficial effect | The target is wide awake and has 41% resistance to sleep effects. Insomnia |
| detrimental effect | The target's mental faculties have been severely impaired, making it act randomly each turn (23% chance) and reducing its cunning by 15. Lobotomized (confused) |
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. | done |
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 Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | 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 |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 31. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed minotaur nose. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 warg claw. * You've found the needed chunk of ghoul flesh. 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 vial of squid ink. * You've found the needed orc heart. * You've found the needed honey tree root. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | miner's pair of dwarven-steel boots of uncanny dodging (3 def, 10 armour) miner's pair of dwarven-steel boots of uncanny dodging (3 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +3 Ranged Defense: +4 Fatigue: +3% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | watchleader's alchemist's lamp watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +29% Confusion immunity: +10% Light radius: +7 See stealth: +11 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | miner's dwarven-steel helm of strength (+4) (0 def, 7 armour) miner's dwarven-steel helm of strength (+4) (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +4 Str Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Crystalline Iron gauntlets (0 def, 1 armour) Crystalline Iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 It is part of a set of items. When wielded/worn: Physical power: +12 Armour: +1 Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | sapper's dwarven-steel pickaxe (dig speed 24 turns) sapper's dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 Changes stats: +2 Cun / +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | solipsist's copper ring of blinding strikes solipsist's copper ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Damage when the wearer hits(melee): 5 physical / 4 blinding / 4 lightning Damage when the wearer is hit: 3 physical / 4 blinding / 4 lightning Mindpower: +6 Rings can have magical properties. |
| On fingers | conjurer's steel ring of blinding strikes conjurer's steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Damage when the wearer hits(melee): 4 physical / 6 blinding / 5 lightning Damage when the wearer is hit: 5 physical / 5 blinding / 5 lightning Spellpower: +5 Rings can have magical properties. |
| Around neck | stralite amulet 'Erelakhad' stralite amulet 'Erelakhad'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 Armour: +5 Defense: +9 Changes resistances cap: +4% all Changes damage: +7% physical Critical mult.: +15.00% Physical save: +34 Spell save: +17 Mental save: +14 Spellpower on spell critical (stacks up to 3 times): +4 Combat speed: +10% Resist all after a teleport: +2% Amulets can have magical properties. |
| In main hand | acidic dwarven-steel mace of daylight (27-37.8 power, 4 apr) acidic dwarven-steel mace of daylight (27-37.8 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +6 light / +7 acid Damage against: +12% Undead Blunt and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 27 dam, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 27 dam, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 27.0 - 37.8 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% nature / +20% cold / +20% darkness Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.4 Power cost: 60 out of 60/60. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 107.80 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | steel plate armour 'Camezilafast' (4 def, 9 armour) steel plate armour 'Camezilafast' (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +8 Cun / +10 Wil Changes resistances: +6% fire / +18% lightning / +3% nature Mental save: +25 Mindpower: +2 A suit of armour made of metal plates. |
Inventory
onyx 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 Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, 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. |
Transmogrification Chest Transmogrification ChestPowered 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By Shawn Danes the Cornac Arcane Blade level 20
32nd Haze 122nd year of Ascendancy at 18:25 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shawn Danes the Cornac Arcane Blade level 20
13rd Haze 122nd year of Ascendancy at 22:29 see stats
Level 10 (Roguelike)
Got a character to level 10.By Shawn Danes the Cornac Arcane Blade level 10
10th Mirth 122nd year of Ascendancy at 15:57 see stats
Level 20 (Roguelike)
Got a character to level 20.By Shawn Danes the Cornac Arcane Blade level 20
13rd Haze 122nd year of Ascendancy at 05:16 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Shawn Danes the Cornac Arcane Blade level 16
14th Dusk 122nd year of Ascendancy at 19:50 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Shawn Danes the Cornac Arcane Blade level 20
32nd Haze 122nd year of Ascendancy at 08:12 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Shawn Danes the Cornac Arcane Blade level 5
78th Pyre 122nd year of Ascendancy at 13:53 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Shawn Danes the Cornac Arcane Blade level 11
1st Flare 122nd year of Ascendancy at 00:35 see stats
Unstoppable (Roguelike)
Returned from the dead.By Shawn Danes the Cornac Arcane Blade level 15
10th Dusk 122nd year of Ascendancy at 00:23 see stats
Log
Shawn Danes is no longer sleeping.
Shawn Danes casts Lightning.
Mindworm converts some damage to Psi!
Shawn Danes hits Mindworm for 90 to psi, 116 lightning (206 total damage).
Mindworm receives 6 healing (7 psi heal).
Shawn Danes casts Flame.
Mindworm is on fire!
Mindworm converts some damage to Psi!
Shawn Danes hits Mindworm for 42 to psi, 54 fire (96 total damage).
Mindworm converts some damage to Psi!
Mindworm receives 6 healing (7 psi heal).
Burning from Shawn Danes hits Mindworm for 14 to psi, 18 fire (32 total damage).
Mindworm uses Psychic Lobotomy.
Shawn Danes higher mental functions have been imparied.
Mindworm converts some damage to Psi!
Mindworm receives 6 healing (7 psi heal).
Mindworm hits Shawn Danes for 17 mind, 159 mind (176 total damage).
Burning from Shawn Danes hits Mindworm for 14 to psi, 18 fire (32 total damage).
Talent Lightning is ready to use.
Shawn Danes casts Lightning.
Mindworm's mind surges with critical power!
Mindworm converts some damage to Psi!
Mindworm hits Shawn Danes for 72 mind damage.
Shawn Danes hits Mindworm for 66 to psi, 85 lightning (151 total damage).
Mindworm uses Mind Sear.
Saving game...
