Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: ZOmnibus Addon Pack 1.7.4Combines 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: 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:
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Cultist of Entropy |
Level / Exp | 13 / 36% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 13 on the 7th Dusk 122nd year of Ascendancy at 01:13 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 12 (base 10) |
Magic | 50 (base 39) |
Willpower | 10 (base 10) |
Cunning | 29 (base 29) |
Resources
Life | -107/393 |
Insanity | 100/100 |
Healing Factor | 1.1191526171258 |
Regeneration | 2.5180933885329 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 20 |
Accuracy | 7 |
Crit Chance | 11% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Nature | +6% |
Fire | +9% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Physical | +25% |
Defense: Base
Armour (hardiness) | 20.531851257735 (30%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 3 |
Physical Save | 14 |
Spell Save | 26 |
Mental Save | 23 |
Defense: Resistances
Physical | + 16%( 70%) |
Acid | + 6%( 70%) |
Nature | + 14%( 70%) |
Temporal | + 13%( 70%) |
Lightning | + 22%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Bleed Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Pinning Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic 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 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 62 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. |
Class Talents
Demented / Oblivion | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Nether | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Grand Oration |
talent | Twofold Curse |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within3 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Salotha' (0 def, 1 armour) pair of rough leather boots 'Salotha' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Dex +1 Mag +2 Con dps ---------- Melee Ret 8 acid ----- def ----- Armour +1 Resists +5% lightning +6% temporal A pair of boots made of leather. |
On hands | rough leather gloves of strength (+3) (0 def, 1 armour) rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +1 Unarmed combat: Power 105% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Emeluvea the iron pickaxe (dig speed 39 turns) Emeluvea the iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Res.pen +10% mind ----- def ----- Resists +11% nature Max.HP +60.00 HP.reg +2.00 Poison- +20% Cut- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Around neck | Malegohad the Burnfame Malegohad the Burnfame0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% mind +9% fire Melee Ret 4 fire ----- def ----- Resists +11% lightning +6% acid Stun/Frz- +22% Amulets make your neck look great! |
Main armor | Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 42.26 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
In main hand | Belugawe (100% power, 2 apr, darkness element) Belugawe (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +10.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness ----- def ----- Resists +5% arcane Phys.save +5 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Light source | brass lantern 'Silyreba' brass lantern 'Silyreba'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +5% arcane +1% physical Crit.chn- 15.00% Max.HP +42.00 Pinning- +10% ---------- misc Light +3 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. |
Cloak | linen cloak 'Betuna' (1 def, 0 armour) linen cloak 'Betuna' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +3% cold Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +80.00 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Saluna Saluna1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Res.pen +25% physical ----- def ----- Resists +6% lightning +7% temporal Die.at -80.00 life A belt that goes around your waist. |
Inventory
clarifying copper amulet of strength (+2) =2 str= clarifying copper amulet of strength (+2) =2 str=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +12% mind Confus- +21% Amulets make your neck look great! |
blazebringer's iron waraxe (104% power, 2 apr) blazebringer's iron waraxe (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +7 fire While equipped: dps ---------- All.spd +2% Res.pen +7% fire One-handed war axes. |
iron mail armour 'Xurin' (2 def, 4 armour) iron mail armour 'Xurin' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +5 Wil +1 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +3% cold Max.HP +21.00 A suit of armour made of mail. |
miner's pair of iron boots of speed (0 def, 5 armour) miner's pair of iron boots of speed (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Islatta the Nimbusstinger (15 def, 1 armour) =3 str= Islatta the Nimbusstinger (15 def, 1 armour) =3 str=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Res.pen +5% lightning ----- def ----- Armour +1 Defense +15 (+13 eff.) Fatigue +1% Resists +6% fire +9% light +6% cold A cap made of leather. |
Blindwar the iron helm (0 def, 3 armour) Blindwar the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Mag +2 Cun +2 Con dps ---------- Res.pen +20% darkness ----- def ----- Armour +3 Fatigue +5% Resists +11% light +10% darkness Crit.chn- 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+4 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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 Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
extending iron torque of mindblast [power 110] (15 cooldown) =silence= extending iron torque of mindblast [power 110] (15 cooldown) =silence=2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Guna [power 100] (25 cooldown) Guna [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Spell.crit +4% S.pwr/crit +2 Dmg.mod +9% mind Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 203 Base Damage: 103 Armor: 2 All Resist: 4 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Alt Ef Foe the Cornac Cultist of Entropy level 10
3rd Summertide 122nd year of Ascendancy at 19:33 see stats
By Alt Ef Foe the Cornac Cultist of Entropy level 10
3rd Summertide 122nd year of Ascendancy at 19:33 see stats
By Alt Ef Foe the Cornac Cultist of Entropy level 6
79th Pyre 122nd year of Ascendancy at 17:56 see stats
By Alt Ef Foe the Cornac Cultist of Entropy level 6
78th Pyre 122nd year of Ascendancy at 01:08 see stats
Log
Dark Whispers from Alt Ef Foe hits Bill the Stone Troll for 52 darkness, 22 temporal (75 total damage).
--------------------------------
Alt Ef Foe uses Infusion: Healing.
Alt Ef Foe receives 159 healing from Infusion: Healing.
Alt Ef Foe casts Dark Whispers.
Bill the Stone Troll uses Knockback.
Alt Ef Foe's void star absorbs the damage from Bill the Stone Troll, converting it into entropy!
Melee retaliation hits Bill the Stone Troll for 9 acid, 5 fire (15 total damage).
Bill the Stone Troll hits Alt Ef Foe for (28 to entropy), 158 physical (158 total damage).
Alt Ef Foe loses 11 health to the entropy.
Talent Rune: Shatter Afflictions is ready to use.
Bill the Stone Troll is free from the prophecy.
Dark Whispers from Alt Ef Foe hits Bill the Stone Troll for 66 darkness, 25 temporal (91 total damage).
--------------------------------
Alt Ef Foe casts Netherblast.
Alt Ef Foe's Netherblast hits Bill the Stone Troll for 63 temporal, 73 darkness (136 total damage).
Alt Ef Foe loses 12 health to the entropy.
Talent Netherblast is ready to use.
Bill the Stone Troll has finished recovering.
Dark Whispers from Alt Ef Foe hits Bill the Stone Troll for 51 darkness, 33 temporal (84 total damage).
--------------------------------
Alt Ef Foe casts Netherblast.
Alt Ef Foe's spell attains critical power!
Bill the Stone Troll rushes out!
Alt Ef Foe is dazed!
Melee retaliation hits Bill the Stone Troll for 10 acid, 4 fire (13 total damage).
Bill the Stone Troll hits Alt Ef Foe for 155 physical damage.
Alt Ef Foe the level 13 cornac cultist of entropy was minced to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.