













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Rest to a limited mana percentage 1.5.10Change rest to consider a certain percentage of mana sufficient to stop resting. Bugfix Pack 1.5.8An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Items Vault 1.5.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Ashes of Urh'Rok 1.5.0Official 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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
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 | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Earth Knight |
| Level / Exp | 10 / 65% |
| Size | big |
| Lifes / Deaths | Killed by Emeloma the copperhead snake at level 10 on the 4th Flare 122nd year of Ascendancy at 07:30 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 23 (base 23) |
| Magic | 41 (base 34) |
| Willpower | 15 (base 12) |
| Cunning | 15 (base 10) |
Resources
| Life | -58/298 |
| Mana | 142/156 |
| Stamina | 109/111 |
| Healing Factor | 1.3023876207814 |
| Regeneration | 0.32559690519535 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 34 |
| Crit Chance | 6% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 34 |
| Crit Chance | 8% |
| APR | 16 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Acid | +3% |
| Darkness | +18% |
| Blight | +6% |
| Arcane | +3% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +11% |
| Fire | +5% |
| Nature | +11% |
Defense: Base
| Armour (hardiness) | 42.104836875879 (79.172285074732%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 22.479896838436 |
| Physical Save | 25 |
| Spell Save | 41 |
| Mental Save | 10 |
Defense: Resistances
| Acid | + 36%( 71%) |
| Blight | + 58%( 75%) |
| Physical | + 43%( 81%) |
| Cold | + 51%( 75%) |
| All | + 38%( 75%) |
| Lightning | + 49%( 75%) |
| Light | + 40%( 75%) |
| Temporal | + 46%( 75%) |
| Mind | + 44%( 75%) |
| Darkness | + 40%( 75%) |
| Fire | + 48%( 75%) |
| Nature | + 51%( 75%) |
Defense: Immunities
| Disarm Resistance | 44% |
| Teleport Resistance | 21% |
| Stun Resistance | 10% |
| Blind Resistance | 43% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 166 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Earth | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Terramancy | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Terramorphism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Terrakinesis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Steelskin |
| talent | Eldritch Combat |
| talent | Stone Skin |
| talent | Refine Ore |
| talent | Eldritch Aura |
| talent | Earthen Body |
| talent | Anime Style |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | The target is poisoned, taking 1.57 nature damage per turn and decreasing all heals received by 15%. Insidious Poison |
| beneficial effect | The character is waiting for its opportunity, increasing resist all by 36% and new effect reduction by 54%. Waiting patiently... |
| detrimental effect | Your strength is fading, causing you to take 20.40 damage each turn. Fading |
Quests
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lost tinker from death by ritch flamespitter. Escort: lost tinker (level 3 of Trollmire) | failed |
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 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 |
Equipment
| On feet | Yvyba (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Dex / +3 Cun Changes resistances: +6% lightning / +6% temporal / +3% light Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | arcing quiver of elm arrows of accuracy (21/21, 11-15.4 power, 5 apr)Requires: - Magic 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.0 - 15.4 Uses stats: 12% Str, 120% Mag, 17% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +11 lightning Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Dagesin'Requires: Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Str Changes resistances: +3% mind Light radius: +4 Healing mod.: +5% 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 | Shadowstun the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +7% lightning / +6% temporal / +3% darkness Changes resistances penetration: +5% fire Changes damage: +18% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Ce'Noyawe [power 26] (20 cooldown)Requires: Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Str Changes resistances: +1% physical It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Hettedodas'Requires: Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% mind Spell save: +4 (+1 eff.) Blindness immunity: +20% Disease immunity: +10% Rings can have magical properties. |
| On fingers | wizard's copper ring of sensingRequires: Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Blindness immunity: +23% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersRequires: Infused 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 main hand | Airclash (16.5-23.1 power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stats: 100% Mag, 25% Str Damage type: Lightning Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 light Damage against: +5% Undead When wielded/worn: Accuracy: +12 (+5 eff.) Defense: +14 (+7 eff.) Effects on melee hit: * 15% chance to daze at end of turn Disarm immunity: +44% Knockback immunity: +10% Sharp, long, and deadly. |
| On hands | storm iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Damage (Melee): 5 lightning Changes stats: +3 Dex Changes resistances: +5% lightning Changes damage: +3% lightning When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 10% Str, 10% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 1). Burst (radius 2) on crit: +5 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | Stormlash (17-18.7 power, 7 apr)Requires: - Magic 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stats: 100% Mag, 25% Dex Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+4 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 17.26 to 51.79 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
| Cloak | Zatothel the linen cloak (1 def, 0 armour)Requires: Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Wil / +1 Mag Changes damage: +3% acid / +3% arcane Critical mult.: +5.00% Spell save: +5 (+1 eff.) Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Isivea the steel plate armour (4 def, 9 armour)Requires: - Magic 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +12% blight / +15% fire Changes damage: +6% blight / +3% mind A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.copper ring 'Xerelle' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances penetration: +10% mind Changes damage: +6% mind Grants telepathy: Humanoid/Orc Hate when firing a critical mind attack: +2.00 Mindpower: +6 (+5 eff.) Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.rough leather gloves 'Glussra' (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Changes stats: +6 Dex / +2 Wil / +4 Cun Maximum hate: +2.00 Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +10 When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 10% Dex, 40% Cun, 80% Mag, 10% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mieia the Ogre Earth Knight level 10
3rd Flare 122nd year of Ascendancy at 05:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mieia the Ogre Earth Knight level 8
8th Mirth 122nd year of Ascendancy at 07:12 see stats
Log
Mieia uses Focused Strike.
Fading hits Mieia for 21 damage.
Insidious Poison from Siloseriata the black bear hits Mieia for (1 resist armour), 0 nature (0 total damage).
Emeloma the copperhead snake receives 23 healing.
Mieia casts Tectonic Patience.
Mieia is not stunned anymore.
Mieia receives 47 healing.
Siloseriata the black bear misses Mieia.
Siloseriata the black bear hits Mieia for (2 resist armour), 0 physical, (1 resist armour), 0 nature (0 total damage).
Talent Sapphire Shield is ready to use.
Talent Diamond Shield is ready to use.
Talent Amethyst Shield is ready to use.
Talent Eldritch Surge is ready to use.
Talent Pulverizing Auger is ready to use.
Fading hits Mieia for 21 damage.
Insidious Poison from Siloseriata the black bear hits Mieia for (1 resist armour), 0 nature (0 total damage).
Emeloma the copperhead snake has finished recovering.
Siloseriata the black bear regains their energy.
Mieia casts Tectonic Patience.
Mieia seems more focused.
Mieia receives 47 healing.
Siloseriata the black bear uses Stun.
Siloseriata the black bear misses Mieia.
Mieia resists the stunning blow!
Siloseriata the black bear hits Mieia for (1 resist armour), 0 physical, (1 resist armour), 0 nature (0 total damage).
Fading hits Mieia for 21 damage.
Insidious Poison from Siloseriata the black bear hits Mieia for (1 resist armour), 0 nature (0 total damage).
Saving game...










































