










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 18 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Silibeth the skeleton mage at level 18 on the 14th Dusk 122nd year of Ascendancy at 13:53 / 1 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 14 (base 10) |
| Constitution | 21 (base 17) |
| Magic | 50 (base 45) |
| Willpower | 26 (base 22) |
| Cunning | 26 (base 16) |
Resources
| Life | -291/504 |
| Paradox | 533 |
| Healing Factor | 1.284804467222 |
| Regeneration | 6.7452234529155 |
Speed
| Mental | +15.358255965728% |
| Attack | +15.358255965728% |
| Movement | +35.000000000004% |
| Spell | +15.358255965728% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 2 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 8 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 14% |
| Speed | 0.86686470043123 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 6% |
| Speed | 0.86686470043123 |
Offense: Damage Bonus
| Acid | +17% |
| Blight | +17% |
| Physical | +15% |
| Cold | +17% |
| All | +7% |
| Lightning | +17% |
| Light | +13% |
| Temporal | +13% |
| Mind | +19% |
| Darkness | +23% |
| Fire | +17% |
| Nature | +12% |
Offense: Damage Penetration
| Physical | +6% |
| Mind | +10% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 32 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Nature | + 16%( 70%) |
| Cold | + 27%( 70%) |
| Mind | + 13%( 70%) |
| Lightning | + 33%( 70%) |
| Fire | + 18%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Confusion Resistance | 60% |
| Poison Resistance | 20% |
| Blind Resistance | 10% |
| Silence Resistance | 41% |
| Teleport Resistance | 20% |
| Pinning Resistance | 17% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 350 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Chronomancy / Gravity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Energy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases attack, spell, and mind speed by 15%. 1 Time Dilation |
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 lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax 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 |
Equipment
| On feet | undeterred pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +21% Confusion immunity: +20% Stun/Freeze immunity: +21% Movement speed: +25% A pair of boots made of leather. |
| Light source | brass lantern 'Skyspike'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind / 6 lightning Changes resistances: +6% lightning Changes resistances penetration: +10% mind Changes damage: +12% mind Maximum life: +45.00 Light radius: +4 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 | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 3/30) : Effective talent level: 1.0 Power cost: 15 out of 3/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.84 to 95.52 lightning damage (63.68 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Siledana the elven-wood wand of shielding [power 362] (17/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Spell save: +12 (+6 eff.) Confusion immunity: +20% Teleport immunity: +10% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +20 (+7 eff.) Healing mod.: +15% It can be used to create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | pixie's copper ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +3 Mag Changes resistances: +11% acid / +12% fire / +12% lightning / +11% cold Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | savior's steel ring of arcana (+0.12/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +8 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Silence immunity: +20% Mana each turn: +0.12 Rings make your fingers look great! |
| Around waist | Ivyreth the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% mind Blindness immunity: +10% Confusion immunity: +20% Only die when reaching: -20.00 life Maximum life: +112.00 A belt that goes around your waist. |
| In main hand | Kor's Fall (100% power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 171.41 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (343). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | ancient linen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +7% all Changes resistances penetration: +5% temporal / +6% physical Changes damage: +6% temporal / +8% physical / +7% all Spellpower: +12 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Arelaith' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Mental save: +3 (+2 eff.) Knockback immunity: +20% Teleport immunity: +10% Hate when firing a critical mind attack: +1.00 Only die when reaching: -20.00 life Maximum life: +33.00 Mindpower: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's copper amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 16% * 7% chance to blind Changes stats: +4 Dex / +4 Cun / +4 Con Changes damage: +6% light / +6% darkness Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Inventory
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+8 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +24 Physical save: +6 (+3 eff.) Movement speed: +25% A pair of boots made of leather. |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+10 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 42.88 to 128.64 lightning damage (85.76 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 127.66 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 127.66 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
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)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 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) 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. |
Icevenom [power 105] (17/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% blight Changes resistances penetration: +5% cold See invisible: +6 It can be used to blast the opponent's mind dealing 125 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ndelanl the Cornac Paradox Mage level 10
3rd Mirth 122nd year of Ascendancy at 10:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ndelanl the Cornac Paradox Mage level 6
79th Pyre 122nd year of Ascendancy at 08:23 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ndelanl the Cornac Paradox Mage level 14
9th Mirth 122nd year of Ascendancy at 17:41 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Ndelanl the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 11:15 see stats
Log
Yvinne the skeleton warrior loses 3 health to the entropy.
A void star appears around Yvinne the skeleton warrior.
Iveldawyn the animated hand casts Bone Grab.
Your Contingency has failed to cast See the Threads!
Ndelanl shrugs off the effect 'pinned by a bone spike'!
Ndelanl resists being teleported by Bone Grab!
Your Contingency has failed to cast See the Threads!
Your Contingency has failed to cast See the Threads!
Your Contingency has failed to cast See the Threads!
Your Contingency has failed to cast See the Threads!
Ndelanl stops burning.
Talent Twist Fate is ready to use.
Talent Repulsion Blast is ready to use.
Talent Energy Absorption is ready to use.
Ndelanl converts damage to paradox!
Entropic Gift from Yvinne the skeleton warrior hits Ndelanl for (1 dissipated), (0 converted), 1 temporal, (1 dissipated), (1 converted), 2 darkness (3 total damage).
Grappled from Animated hand hits Ndelanl for (13 dissipated), (9 converted), 21 physical (21 total damage).
Animated hand hits Ndelanl for (8 dissipated), (5 converted), 13 physical (13 total damage).
Melee retaliation hits Animated hand for (4 flat reduction), 0 lightning, (1 flat reduction), 0 mind (0 total damage).
Iveldawyn the animated hand hits Ndelanl for (4 dissipated), (3 converted), 6 physical (6 total damage).
Headless Horseman casts Pulverizing Auger.
Your Contingency has failed to cast See the Threads!
Ndelanl converts damage to paradox!
Headless Horseman hits Ndelanl for (23 dissipated), (16 converted), 38 physical (38 total damage).
Silibeth the skeleton mage performs a melee critical strike against Ndelanl!
Your Contingency has failed to cast See the Threads!
Ndelanl converts damage to paradox!
Melee retaliation hits Silibeth the skeleton mage for 3 lightning, 1 mind (4 total damage).
Silibeth the skeleton mage hits Ndelanl for (31 dissipated), (90 converted), 210 physical (210 total damage).
Ndelanl the level 18 cornac paradox mage was decapitated to death by Silibeth the skeleton mage on level 2 of Hallowed Fields.







































































