Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Marauder |
Level / Exp | 15 / 81% |
Size | big |
Lifes / Deaths | Killed by Sandworm Queen at level 15 on the 23rd Dusk 122nd year of Ascendancy at 17:32 / 1 |
Primary Stats
Strength | 54 (base 32) |
Dexterity | 46 (base 41) |
Constitution | 15 (base 10) |
Magic | 21 (base 10) |
Willpower | 13 (base 10) |
Cunning | 19 (base 11) |
Resources
Life | -187/470 |
Stamina | 27/190 |
Healing Factor | 1.0460311219418 |
Regeneration | 6.537694512136 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 23.957448516131 |
See Invisible | 23.957448516131 |
Offense: Mainhand
Damage | 83 |
Accuracy | 47 |
Crit Chance | 16% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 47 |
Crit Chance | 13% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Physical | +9% |
Lightning | +25% |
Nature | +13% |
Fire | +12% |
Darkness | +10% |
Arcane | +3% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 9 (38.594633868923%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 25 |
Mental Save | 22 |
Defense: Resistances
Lightning | + 42%( 70%) |
Temporal | + 14%( 70%) |
All | + 11%( 70%) |
Physical | + 13%( 70%) |
Cold | + 17%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Poison Resistance | 25% |
Stun Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 156 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
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 124 damage for 3 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Effects
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
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 |
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 |
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 within2 lumberjacks have died. | done |
Equipment
On feet | traveler's pair of iron boots of speed (0 def, 3 armour) traveler's pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) other ------- Encumbrance +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Searthorn the brass lantern Searthorn the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +12% fire defense ------ Resistance +3% lightning Unlife -20.00 life Life Regen +4.00 Stun Resist +10% other ------- Light +6 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 | Relgokalthosta (15 def, 1 armour) Relgokalthosta (15 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Str +1 Dex offense ------ Physical Power +10 (+3 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +1 Defense +15 (+5 eff.) Fatigue +1% Resistance +2% physical A cap made of leather. |
On hands | restful hardened leather gloves of magic (+2) (0 def, 2 armour) restful hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +3% arcane defense ------ Armor +2 Life Regen +2.00 other ------- Stamina/turn +0.80 Max stamina +15.00 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 | cleansing elm totem of healing [power 110] (3/15 cooldown) cleansing elm totem of healing [power 110] (3/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | Nightsong Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+6 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 5/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
Around neck | copper amulet of dexterity (+3) copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
In main hand | plaguebringer's steel greatsword of crippling (24-38 power, 2 apr) plaguebringer's steel greatsword of crippling (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego++] Arcane/Master Weapon Damage 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +14 blight On Hit: 20% Epidemic level 2 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 12 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% defense ------ Disease Resist +14% Massive two-handed swords. |
Around waist | Gurentir Gurentir1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +4 Str +2 Dex +1 Mag offense ------ Mindpower +3 (+2 eff.) defense ------ Physical save +6 (+3 eff.) other ------- Infravision +3 A belt that goes around your waist. |
In off hand | Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Cloak | Malefang (1 def, 0 armour) Malefang (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +3% temporal Life +111.00 Silence Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Tulimnir the cashmere robe (4 def, 3 armour) Tulimnir the cashmere robe (4 def, 3 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Mag +5 Wil +5 Con offense ------ Damage +14% lightning +9% physical +13% nature +5% cold On-Hit (Melee): * 20% chance to slow global speed by 38% defense ------ Armor +3 Defense +4 (+1 eff.) Resistance +7% lightning +7% cold +3% nature +11% all Physical save +15 (+7 eff.) Poison Resist +25% Disease Resist +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 167; cd 11) healing infusion of the duelist (heal 167; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 89; cd 13) healing infusion of the sneak (heal 89; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 89 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the sneak (absorb 156; dur 4; cd 18) shielding rune of the sneak (absorb 156; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 156 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
arcing iron greatsword of massacre (24-38 power, 1 apr) arcing iron greatsword of massacre (24-38 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage Massive two-handed swords. |
slime-covered steel longsword of erosion (14-20 power, 3 apr) slime-covered steel longsword of erosion (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Nature/Disrupt Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 nature On Hit: * 7% chance to slow global speed by 38% Sharp, long, and deadly. |
Flashkarma (9 def, 9 armour) Flashkarma (9 def, 9 armour)9.0 Encumbrance T3 light armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Damage +6% light +3% mind Ignore resists +10% cold defense ------ Armor +9 Defense +9 (+3 eff.) Fatigue +8% Resistance +8% acid +8% cold +6% light other ------- Psi when Hit +0.08 Max psi +10.00 Breathe water A suit of armour made of leather. |
5 agate 5 agate0.0 Encumbrance 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. |
aquamarine aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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 Chest Transmogrification Chest2.0 Encumbrance 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. |
ash wand of clairvoyance [power 10] (3/15 cooldown) ash wand of clairvoyance [power 10] (3/15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 45 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 ametrine 8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By not a yeek the Ogre Marauder level 13
1st Dusk 122nd year of Ascendancy at 17:33 see stats
By not a yeek the Ogre Marauder level 10
1st Summertide 122nd year of Ascendancy at 04:55 see stats
By not a yeek the Ogre Marauder level 15
23rd Dusk 122nd year of Ascendancy at 17:24 see stats
By not a yeek the Ogre Marauder level 13
6th Dusk 122nd year of Ascendancy at 20:20 see stats
By not a yeek the Ogre Marauder level 8
5th Mirth 122nd year of Ascendancy at 17:26 see stats
By not a yeek the Ogre Marauder level 15
23rd Dusk 122nd year of Ascendancy at 15:55 see stats
Log
Talent Dual Strike is ready to use.
Not a yeek uses Heartseeker.
Giant spider uses Spit Poison.
Not a yeek is poisoned!
Giant spider hits not a yeek for (18 absorbed), 0 nature (0 total damage).
Sandworm Queen shoves Gelatinous cube aside.
Not a yeek rushes out!
You can only rush to a creature.
Talent Dirty Fighting is ready to use.
Poison from Giant spider hits not a yeek for (18 absorbed), 0 nature (0 total damage).
Giant spider uses Web.
Not a yeek resists the effect 'Pinned to the ground'!
Not a yeek rushes out!
You can only rush to a creature.
Not a yeek rushes out!
You collect a new ingredient: sandworm tooth (1).
not a yeek hits Sandworm for 156 physical damage.
not a yeek killed Sandworm!
Your shield crumbles under the damage!
The shield around not a yeek crumbles.
Poison from Giant spider hits not a yeek for (13 absorbed), 5 nature (5 total damage).
Sandworm Queen breathes sand!
Sandworm Queen's mind surges with critical power!
Not a yeek shrugs off the effect 'Blinded'!
Sandworm Queen hits Gelatinous cube for 231 physical damage.
Sandworm Queen hits not a yeek for 194 physical damage.
not a yeek the level 15 ogre marauder was battered to death by Sandworm Queen and swallowed whole on level 2 of Sandworm lair.