












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Female |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 21 / 3% |
| Size | small |
| Lifes / Deaths | Killed by war hound at level 20 on the 17th Haze 122nd year of Ascendancy at 21:16 / 2Killed by Cyrytira the sandworm at level 21 on the 18th Haze 122nd year of Ascendancy at 22:18 |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 62 (base 43) |
| Constitution | 35 (base 20) |
| Magic | 10 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 54 (base 33) |
Resources
| Life | -52/642 |
| Stamina | 173/185 |
| Healing Factor | 1.5129268292683 |
| Regeneration | 18.533353658536 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 34.753403342673 |
| See Invisible | 34.753403342673 |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 68 |
| Crit Chance | 20% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +3% |
| Temporal | +6% |
| Nature | +6% |
| Cold | +5% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Light | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 32 (57.811550151976%) |
| Defense | 90 |
| Ranged Defense | 90 |
| Fatigue | 2.7616173808087 |
| Physical Save | 42 |
| Spell Save | 25 |
| Mental Save | 40 |
Defense: Resistances
| Nature | + 25%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 9%( 70%) |
| Blight | + 12%( 70%) |
| Darkness | + 6%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 282 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Agility | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Effects
| talent | Apply Poison |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 16. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The gloom has confused the target, making it act randomly (30% chance) and unable to perform complex actions. Confused by the gloom |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 55 defense. Evasion |
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning 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 |
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 have explored the Maze and vanquished the Minotaur. * 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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed length of troll intestine. * '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.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' 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 sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. * You've found the needed red crystal shard. | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | Islatira (30 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +30 (+6 eff.) Fatigue: +2% Changes stats: +2 Str / +5 Dex / +2 Cun / +4 Con Physical save: +12 (+4 eff.) Mental save: +11 (+4 eff.) Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | deadly pouch of dwarven-steel shots (8/20, 41.5-49.8 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 41.5 - 49.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 Shots are used with slings to pummel your foes to death. |
| Light source | survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +11% 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 | rough leather cap 'Porayara' (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +1 Defense: +15 (+3 eff.) Fatigue: +1% Changes stats: +3 Str Mana each turn: +0.04 Vim when firing critical spell: +2.00 A cap made of leather. |
| On hands | polar hardened leather gloves of dexterity (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +2 Damage (Melee): 5 cold Changes stats: +3 Dex Changes resistances: +6% cold Changes damage: +5% cold 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 | Radhesin the Pureedge (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +10 (+2 eff.) Changes stats: +1 Str / +1 Dex Changes resistances: +11% nature Changes resistances penetration: +10% nature Changes damage: +6% nature Physical save: +3 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Chamuldil'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +13 (+3 eff.) Changes stats: +2 Dex / +3 Wil / +3 Cun Changes resistances penetration: +20% blight Mental save: +6 (+2 eff.) Spellpower: +10 (+5 eff.) Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
| On fingers | Aerekor the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +22 (+4 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 25 Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 25 Damage (Ranged): 6 physical Changes stats: +2 Cun Changes resistances: +9% temporal Stun/Freeze immunity: +22% Life regen: +3.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
| Around neck | copper amulet 'Blazebreeze'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 nature Changes stats: +3 Str Changes resistances: +3% nature / +6% darkness / +3% light Changes resistances penetration: +10% light Changes damage: +3% light Amulets can have magical properties. |
| In main hand | hardened leather sling of enduringRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +7 Wil / +7 Con Maximum life: +26.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Poroma the hardened leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +23 (+5 eff.) Changes stats: +3 Dex / +3 Wil / +4 Cun / +3 Con Damage against: +29% Summoned Reduced damage from: +18% Summoned Stealth bonus: +7 Physical save: +12 (+4 eff.) Maximum stamina: +20.00 A belt that goes around your waist. |
| In off hand | reinforced stralite shield of lightning resistance (+15%) (0 def, 12 armour, 46.5-55.8 power, 171.5 block)Requires: - Shield usage training - Dexterity 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.5 - 55.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +172 When wielded/worn: Armour: +12 Fatigue: +8% Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Cracklesin the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +2 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +11% nature / +12% blight Changes damage: +6% lightning / +6% temporal Critical mult.: +12.00% Stealth bonus: +8 Life regen: +3.00 Healing mod.: +12% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Life regen: +3.00 Maximum life: +33.00 Healing mod.: +10% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.Ololadig the Dayjeer (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% acid / +3% light / +11% all Changes damage: +10% acid / +6% mind Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +3.00 Equilibrium when hit: +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 182 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 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) Activation costs 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. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nalyna the Halfling Archer level 8
1st Flare 122nd year of Ascendancy at 03:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nalyna the Halfling Archer level 10
10th Dusk 122nd year of Ascendancy at 03:40 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Nalyna the Halfling Archer level 20
14th Haze 122nd year of Ascendancy at 19:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nalyna the Halfling Archer level 7
78th Pyre 122nd year of Ascendancy at 17:17 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nalyna the Halfling Archer level 15
35th Dusk 122nd year of Ascendancy at 15:50 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Nalyna the Halfling Archer level 20
17th Haze 122nd year of Ascendancy at 21:16 see stats
Log
Mayyvena the sandworm destroyer deactivates Thought-Form: Bowman.
Cyrytira the sandworm misses Nalyna.
Cyrytira the sandworm is back to normal.
Nalyna evades Adiwe the yellow ooze.
Nalyna evades Adiwe the yellow ooze.
Mayyvena the sandworm destroyer stops bleeding.
Mayyvena the sandworm destroyer receives 6 healing (10 psi heal).
Nalyna is confused and fails to use Shoot.
Mayyvena the sandworm destroyer uses Mind Sear.
Nalyna reacts to damage from Mayyvena the sandworm destroyer, mitigating the blow!.
Mayyvena the sandworm destroyer hits Nalyna for (70 reacted , -5 stam), 157 mind (157 total damage).
Mayyvena the sandworm destroyer converts some damage to Psi!
Gigantic corrosive tunneler's acid area effect hits Nalyna for 61 acid damage.
Gigantic corrosive tunneler's acid area effect hits Adiwe the yellow ooze for 61 acid damage.
Gigantic corrosive tunneler's acid area effect hits Cyrytira the sandworm for 42 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Mayyvena the sandworm destroyer for (27 resonance), 12 to psi, 10 acid (21 total damage).
Gigantic corrosive tunneler's acid area effect hits Nalyna for 63 acid damage.
Gigantic corrosive tunneler's acid area effect hits Adiwe the yellow ooze for 63 acid damage.
Gigantic corrosive tunneler's acid area effect hits Cyrytira the sandworm for 44 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Mayyvena the sandworm destroyer for (28 resonance), 12 to psi, 10 acid (22 total damage).
Cyrytira the sandworm uses Prismatic Slash.
Cyrytira the sandworm misses Nalyna.
You feel a surge of power as a powerful creature falls nearby.
The psychic field around Mayyvena the sandworm destroyer crumbles.
Mayyvena the sandworm destroyer slows down.
Nalyna reacts to damage from Cyrytira the sandworm, mitigating the blow!.
Saving game...














































































