












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Items Vault 1.5.0Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Forbidden Cults 1.5.9Official 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 Adventure |
| Sex | Male |
| Race | Drem |
| Class | Gunslinger |
| Level / Exp | 33 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Mayuramina the dire wolf at level 15 on the 19th Profit 122nd year of Ascendancy at 05:28 0 / 6Killed by Siloriassra the corrupted plasmic disruptor at level 23 on the 23rd Wealth 122nd year of Ascendancy at 09:59 Killed by saw horror at level 25 on the 26th Wealth 122nd year of Ascendancy at 07:59 Killed by Ce'Nudabeth the rattlesnake at level 29 on the 2nd Shortage 122nd year of Ascendancy at 03:09 Killed by Ce'Nelle the large brown snake at level 30 on the 2nd Shortage 122nd year of Ascendancy at 15:02 Killed by Mayyvea the skeleton warrior at level 33 on the 22nd Shortage 122nd year of Ascendancy at 00:30 |
Primary Stats
| Strength | 32 (base 12) |
| Dexterity | 60 (base 48) |
| Constitution | 54 (base 38) |
| Magic | 18 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 55.4 (base 44) |
Resources
| Life | 841/841 |
| Steam | 100/100 |
| Healing Factor | 1.4446428571428 |
| Regeneration | 4.6950892857141 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Stealth | 13 |
| See Invisible | 16 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +14% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +7% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 31 |
| Ranged Defense | 32 |
| Fatigue | 2 |
| Physical Save | 30 |
| Spell Save | 4 |
| Mental Save | 31 |
Defense: Resistances
| Lightning | + 22%( 70%) |
| Fire | + 18%( 70%) |
| Cold | + 25%( 70%) |
| Arcane | + 9%( 70%) |
| Mind | + 10%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Confusion Resistance | 32% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.8 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 124% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
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. | active |
You failed to protect the injured seer from death by Zoaumrot the wretchling. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Hakku. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Islevea the black bear. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+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 have explored the Old Forest and vanquished Shardskin. * 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 Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 50. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed xorn fragment. * You've found the needed pouch of bone giant dust. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within20 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Talent granted: +3 Rocket Boots Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
| On hands | Gloves of the Firm Hand (0 def, 9 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Changes stats: +5 Con Talent cooldown: Clinch (-2 turns) Talent granted: +5 Project Saw Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| On head | hardened leather cap 'Brandfoe' (0 def, 4 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +5 Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 mind / 6 physical Changes stats: +4 Str / +4 Dex / +3 Cun Changes resistances: +15% fire / +6% mind / +5% cold Light radius: +6 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 121.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | BerafangPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +6 (+3 eff.) Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Changes stats: +5 Str / +3 Mag / +2 Cun / +5 Con Changes resistances penetration: +10% mind Changes damage: +6% mind Mental save: +7 (+4 eff.) Confusion immunity: +22% Spellpower: +5 (+3 eff.) Healing mod.: +5% Rings can have magical properties. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | steel amulet 'Xerygakira'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Damage when hit (Melee): 8 temporal Changes stats: +2 Wil / +4 Cun / +9 Lck Grants telepathy: Demon/Minor Demon/Major Mental save: +7 (+4 eff.) Confusion immunity: +10% Mindpower: +6 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
| Main armor | cured leather armour 'Mayoth' (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 10 arcane resource burn Changes resistances: +19% lightning / +17% cold / +5% arcane Spell save: +3 (+3 eff.) Life regen: +3.00 Maximum life: +34.00 Healing mod.: +10% A suit of armour made of leather. |
| In off hand | penetrating dwarven-steel steamgun of true shot Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Crit. chance: +16.0% Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +8.0% Changes resistances penetration: +7% physical Damage Shield penetration: +25% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Yvoriba (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Fatigue: -4% Changes stats: +6 Str / +7 Dex / +3 Mag / +3 Wil / +5 Con Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.30 Technique / Combat training Critical mult.: +18.00% Stealth bonus: +9 Spell save: -15 (-15 eff.) Stamina each turn: +0.80 Mana each turn: -0.29 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Eilinaba the alchemist's lampCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +8 Wil Changes damage: +8% mind Mental save: +7 (+4 eff.) Mana each turn: +0.08 Vim when firing critical spell: +2.00 Light radius: +6 See stealth: +13 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Inventory
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 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 (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Hakku the Drem Gunslinger level 13
5th Profit 122nd year of Ascendancy at 09:41 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Hakku the Drem Gunslinger level 33
22nd Shortage 122nd year of Ascendancy at 00:08 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Hakku the Drem Gunslinger level 26
3rd Dearth 122nd year of Ascendancy at 11:24 see stats
Fast Curse Dispel (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Hakku the Drem Gunslinger level 13
5th Profit 122nd year of Ascendancy at 09:41 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hakku the Drem Gunslinger level 26
26th Wealth 122nd year of Ascendancy at 17:25 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Hakku the Drem Gunslinger level 10
24th Voratun 122nd year of Ascendancy at 16:54 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Hakku the Drem Gunslinger level 20
2nd Wealth 122nd year of Ascendancy at 04:27 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Hakku the Drem Gunslinger level 30
2nd Shortage 122nd year of Ascendancy at 05:05 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Hakku the Drem Gunslinger level 19
36th Profit 122nd year of Ascendancy at 07:58 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Hakku the Drem Gunslinger level 30
2nd Shortage 122nd year of Ascendancy at 07:13 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Hakku the Drem Gunslinger level 9
20th Voratun 122nd year of Ascendancy at 17:05 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Hakku the Drem Gunslinger level 20
16th Wealth 122nd year of Ascendancy at 19:02 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Hakku the Drem Gunslinger level 13
6th Profit 122nd year of Ascendancy at 21:23 see stats
Log
Great Tentacly Being's mind surges with critical power!
Great Tentacly Being resists the mind attack!
Great Tentacly Being shrugs off the critical damage!
Grung: Your primitive mind recoils in horror from the thing in front of you.
Great Tentacly Being uses Heartseeker.
Ran for 3 turns (stop reason: hostile spotted to the southwest (Great Tentacly Being)).
Something hits Great Tentacly Being for 0 physical damage.
Great Tentacly Being hits Great Tentacly Being for 0 mind damage.
Great Tentacly Being hits Great Tentacly Being for 0 physical, 0 fire, 0 physical (0 total damage).
Great Tentacly Being's cleansing fire area effect hits Great Tentacly Being for (295 to psi shield), 27 fire (27 total damage).
Great Tentacly Being's mind surges with critical power!
Great Tentacly Being's mind surges with critical power!
Great Tentacly Being is not dazed anymore.
Great Tentacly Being performs a melee critical strike against Great Tentacly Being!
Great Tentacly Being shrugs off the critical damage!
Great Tentacly Being uses Whirlwind.
Great Tentacly Being becomes a whirlwind of weapons!
Something hits Great Tentacly Being for 0 physical damage.
Great Tentacly Being hits Something for 0 physical damage.
Great Tentacly Being hits Great Tentacly Being for 0 physical damage.
Great Tentacly Being resists the mind attack!
Great Tentacly Being's Mind Storm hits Great Tentacly Being for 0 mind damage.
Great Tentacly Being's cleansing fire area effect hits Great Tentacly Being for (295 to psi shield), 27 fire (27 total damage).
Great Tentacly Being performs a melee critical strike against Something!
Great Tentacly Being hits Something for 0 physical, 0 fire, 0 physical (0 total damage).
Character control switched to Hakku.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Something hits Grung for 412 mind damage.




































































