Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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 1.4.8Donators/Buyers bonus! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.4.4Official 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 15 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by Zubissra the elven guard at level 15 on the 62nd Dusk 122nd year of Ascendancy at 13:48 / 1 |
Primary Stats
| Strength | 43 (base 25) |
| Dexterity | 18 (base 12) |
| Constitution | 33 (base 18) |
| Magic | 42 (base 36) |
| Willpower | 23 (base 12) |
| Cunning | 24 (base 14) |
Resources
| Mana | 129/129 |
| Negative | 9/92 |
| Life | -28/376 |
| Positive | 22/82 |
| Stamina | 86/158 |
| Psi | 93/93 |
| Healing Factor | 1.4 |
| Regeneration | 25.76231978837 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +316% |
| Spell | 0% |
| Global | +114% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 49 |
| Crit Chance | 13% |
| APR | 3 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 27.3 (66.666666666667%) |
| Defense | 25 |
| Ranged Defense | 32 |
| Fatigue | 27 |
| Physical Save | 25 |
| Spell Save | 26 |
| Mental Save | 25 |
Defense: Resistances
| All | -16%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Disarm Resistance | 0% |
| Confusion Resistance | 31% |
| Silence Resistance | 20% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 316% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 68 with a minimum range of 15. Its effects scale with your Willpower stat. |
| 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 226 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Torture | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Circles | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Guardian | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Precise Strikes |
| talent | Thermal Shield |
| talent | Premonition |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 32.29 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Reduces arcane damage received by 16%. Premonition Shield |
| beneficial effect | The target's combat attack is improved by 40. Attack |
| beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 316% faster. Wild Speed |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is under protection and its life regeneration is boosted by 17. Providence |
| beneficial effect | Increases global action speed by 14%. Speed |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The target's defense is increased by 5. Shifting Shadows |
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 successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
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
| Psionic focus | Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
| On hands | Glowserpent the iron gauntlets (0 def, 1 armour) Glowserpent the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 15% chance to blind Damage (Melee): 6 cold Damage when hit (Melee): 4 nature / 4 light Changes resistances: +6% cold Changes resistances penetration: +10% light Changes damage: +4% cold Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | brass lantern 'Erelendil' brass lantern 'Erelendil'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Physical save: +5 (+3 eff.) Light radius: +2 Healing mod.: +10% 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 'Hellpiercer' (0 def, 3 armour) iron helm 'Hellpiercer' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 acid Changes stats: +3 Str Changes resistances penetration: +5% acid / +10% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | undeterred pair of rough leather boots of uncanny dodging (3 def, 1 armour) undeterred pair of rough leather boots of uncanny dodging (3 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +20% A pair of boots made of leather. |
| Tool | Dourbraze the iron pickaxe (dig speed 30 turns) Dourbraze the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 darkness Changes stats: +1 Str / +2 Cun Changes resistances: +3% light Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Aeryduvon' steel ring 'Aeryduvon'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +2 (+1 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +24% fire Changes damage: +12% fire Spell save: +11 (+6 eff.) Stun/Freeze immunity: +20% Life regen: +1.60 Only die when reaching: -20.00 life Maximum stamina: +14.00 Rings can have magical properties. |
| On fingers | gladiator's gold ring of blinding strikes gladiator's gold ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 17% chance to blind Effects on ranged hit: * 10% chance to blind Changes stats: +6 Str / +6 Con Rings can have magical properties. |
| Around neck | Scorpionradiance ScorpionradianceInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +2 Wil Changes resistances: +12% lightning / +10% temporal / +3% light Mental save: +5 (+3 eff.) Confusion immunity: +10% Pinning immunity: +21% Stun/Freeze immunity: +21% Knockback immunity: +22% Mindpower: +5 (+2 eff.) Amulets can have magical properties. |
| In main hand | Eretar (18-25.2 power, 3 apr) Eretar (18-25.2 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 18.0 - 25.2 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +6 temporal / +6 nature Burst (radius 1) on hit: +6 fire When wielded/worn: Changes resistances: +9% mind Sharp, long, 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% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | steel shield 'Curetreason' (6 def, 2 armour, 16-19.2 power, 37.5 block) steel shield 'Curetreason' (6 def, 2 armour, 16-19.2 power, 37.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 60% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 On weapon hit: * 14% chance to corrode armour Damage (Melee): +4 nature When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 12 acid Changes damage: +6% arcane Talent granted: +2 Block Handheld deflection devices. |
| Cloak | Dimcut the linen cloak (1 def, 0 armour) Dimcut the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Damage when hit (Melee): 20 darkness Changes resistances: +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour of command (9 def, 14 armour) dwarven-steel mail armour of command (9 def, 14 armour)Requires: - Strength 28 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +9 (+5 eff.) Fatigue: +16% Changes stats: +2 Cun Mental save: +10 (+5 eff.) A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. Erelurig (2 def, 1 armour)Erelurig (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Damage when hit (Melee): 8 physical A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of iron boots 'Aeraldanne' (3 def, 3 armour)pair of iron boots 'Aeraldanne' (3 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Changes resistances: +6% darkness Disarm immunity: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Mardadrakan' (0 def, 3 armour) pair of iron boots 'Mardadrakan' (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 30% Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Poison immunity: +5% Pinning immunity: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding iron helm of the depths (0 def, 3 armour) grounding iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +6% temporal / +6% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. iron helm 'Zovon' (0 def, 3 armour)iron helm 'Zovon' (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +8 (+3 eff.) Armour: +3 Fatigue: +5% Changes resistances: +5% lightning / +6% temporal Stamina each turn: +0.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. rough leather cap 'Isiyathra' (0 def, 1 armour)rough leather cap 'Isiyathra' (0 def, 1 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% blight / +2% physical / +6% nature Changes damage: +3% mind Maximum stamina: +10.00 A cap made of leather. |
spiked dwarven-steel plate armour of stability (5 def, 11 armour) spiked dwarven-steel plate armour of stability (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 16 physical Changes resistances: +5% physical Physical save: +11 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Emutta (dig speed 30 turns)Emutta (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +2 Cun Changes resistances: +3% mind Infravision radius: +1 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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 after 40 turns, 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 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dahlia the Cornac Adventurer level 7
7th Dusk 122nd year of Ascendancy at 07:30 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Dahlia the Cornac Adventurer level 11
21st Dusk 122nd year of Ascendancy at 18:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dahlia the Cornac Adventurer level 10
18th Dusk 122nd year of Ascendancy at 05:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dahlia the Cornac Adventurer level 7
12nd Dusk 122nd year of Ascendancy at 20:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dahlia the Cornac Adventurer level 11
23rd Dusk 122nd year of Ascendancy at 15:53 see stats
Log
Elivena the elven tempest casts Lightning.
Shield of Light hits Dahlia for 8 healing, 8 healing (0 total damage) [17 healing].
Burning from Dahlia hits Elivena the elven tempest for 6 fire damage.
Thunderstorm hits Dahlia for 14 lightning damage.
Elivena the elven tempest hits Dahlia for 141 lightning damage.
Zubissra the elven guard casts Searing Light.
Dahlia receives 8 healing from Shield of Light.
Zubissra the elven guard hits Dahlia for (14 to psi shield), 56 light (56 total damage).
Elivena the elven tempest casts Flame.
Dahlia is on fire!
Dahlia uses Blinding Speed.
Dahlia speeds up.
Dahlia uses Perfect Strike.
Dahlia aims carefully.
Perfect Strike is still on cooldown for 25 turns.
Dahlia casts Circle of Shifting Shadows.
Circle of Shifting Shadows is still on cooldown for 20 turns.
Dahlia uses Infusion: Movement.
Dahlia is moving freely.
Dahlia casts Providence.
Shield of Light hits Dahlia for 8 healing, 6 healing (0 total damage) [14 healing].
Burning from Dahlia hits Elivena the elven tempest for 6 fire damage.
Dahlia's defensive darkness area effect hits Layirewe the elven guard for 4 darkness damage.
Dahlia's defensive darkness area effect hits Elivena the elven tempest for 5 darkness damage.
Thunderstorm hits Dahlia for 16 lightning damage.
Elivena the elven tempest hits Dahlia for (13 to psi shield), 54 fire (54 total damage).
Zubissra the elven guard's light area effect hits Dahlia for (7 to psi shield), 27 light (27 total damage).
Dahlia prepares for the next kill!.
Zubissra the elven guard casts Moonlight Ray.
Saving game...
