








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Items Vault 1.5.0Donators/Buyers bonus! Exponential Leveling Based More Points 1.4.3 |
Campaign | Infinite |
Mode | Madness Adventure |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 18 / 56% |
Size | huge |
Lifes / Deaths | Killed by skeleton master archer at level 18 on the 2nd Mirth 122nd year of Ascendancy at 15:51 4 / 2Killed by Zeklos at level 18 on the 2nd Mirth 122nd year of Ascendancy at 15:55 |
Primary Stats
Strength | 20 (base 15) |
Dexterity | 45 (base 46) |
Constitution | 46 (base 46) |
Magic | 51 (base 46) |
Willpower | 45 (base 46) |
Cunning | 48 (base 46) |
Resources
Life | 382/382 |
Mana | 417/417 |
Psi | 285/285 |
Healing Factor | 1.25 |
Regeneration | 0.3125 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +135% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 62.224966696915 |
See Invisible | 71.224966696915 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 25 |
Accuracy | 35 |
Crit Chance | 28% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Cold | +12% |
Darkness | +4% |
Fire | +10% |
Mind | +15% |
Offense: Damage Penetration
Acid | +10% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 30.4 |
Spell Save | 31.2 |
Mental Save | 26 |
Defense: Resistances
Cold | + 40%( 70%) |
Lightning | + 24%( 70%) |
Darkness | + 18%( 70%) |
Temporal | + 15%( 70%) |
Blight | + 21%( 70%) |
Physical | + 16%( 70%) |
Mind | + 15%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Teleport Resistance | 5% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Necrosis | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Absorption | 1.20 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+35% global speed). Clarity |
Quests
You failed to protect the injured seer from death by Silanor the venom drake. Escort: injured seer (level 4 of Infinite Dungeon) | failed |
You failed to protect the lost anorithil from death by white jelly. Escort: lost anorithil (level 3 of Infinite Dungeon) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Changes stats: +1 Wil Changes damage: +6% mind Critical mult.: +15.00% Maximum encumbrance: +20 Physical save: +5 (+1 eff.) A pair of boots made of leather. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Changes resistances: +6% darkness / +3% blight Changes damage: +4% darkness Blindness immunity: +25% Disarm immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% lightning / +24% cold / +3% mind Changes resistances penetration: +5% lightning Changes damage: +9% mind / +12% cold Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Str / +3 Mag Changes resistances: +5% physical Grants telepathy: Humanoid/Orc Stamina each turn: +0.30 Infravision radius: +2 See invisible: +9 Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +9% blight Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +6 (+1 eff.) Disarm immunity: +5% Teleport immunity: +5% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mana each turn: +0.11 Maximum mana: +40.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes resistances: +2% physical Changes resistances penetration: +10% acid Physical save: +15 (+2 eff.) 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. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+4 eff.) Changes resistances: +9% cold / +3% darkness / +3% mind Physical save: +6 (+1 eff.) Disease immunity: +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 | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Changes resistances: +6% lightning / +5% temporal Spell save: +5 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
![]() dwarven-steel mace of massacre (31.5-44.1 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
![]() thought-forged steel mace (17-23.8 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Blunt and deadly. |
![]() ash vilestaff (15-18 power, 3 apr, acid element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +4 (+3 eff.) Fatigue: +1% A pair of boots made of leather. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() impenetrable steel mail armour of acid resistance (2 def, 14 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +17% acid A suit of armour made of mail. |
![]() Xiravena the steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 12 physical Changes stats: +3 Str / +4 Con Changes resistances: +12% nature / +12% blight Reduced damage from: +7% Unnatural Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Blindness immunity: +15% Maximum life: +52.00 Maximum psi: +10.00 A suit of armour made of metal plates. |
![]() acidic steel shield of cold resistance (+17%) (6 def, 2 armour, 42.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+4 eff.) Ranged Defense: +6 (+4 eff.) Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 12 acid Changes resistances: +17% cold Talent granted: +2 Block Handheld deflection devices. |
![]() Unlightpeal the quiver of yew arrows (23/23, 33-46.2 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 23 On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Ranged): +8 darkness Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +8 darkness / +12 mind Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Eilinewyn Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +10% arcane / +25% mind Changes damage: +15% mind / +15% arcane Maximum life: +58.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +11% mind Mental save: +12 (+6 eff.) Hate when firing a critical mind attack: +1.00 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +20 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. |
![]() Unlightcut the alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 15% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes stats: +3 Con Changes resistances: +8% blight / +6% darkness Changes damage: +3% darkness Life regen: +2.50 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() alchemist's lamp 'Eilinyth' Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 mind Changes resistances: +3% mind / +6% acid Changes damage: +9% acid / +3% mind Physical save: +8 (+2 eff.) Light radius: +3 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() pouch of steel shots of wind (19/19, 19.5-23.4 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Achievements
By Zeklos the Ogre Adventurer level 10
77th Pyre 122nd year of Ascendancy at 03:22 see stats
Log
Zeklos mentally dismisses some damage!
Zeklos converts some damage to Psi!
Skeleton warrior hits Zeklos for (58 to psi shield), 85 to psi, 117 physical, (5 to psi shield), (2 dismissed), 1 to psi, 1 lightning (204 total damage).
Armoured skeleton warrior hits Zeklos for (58 to psi shield), 51 to psi, 70 physical, (3 to psi shield), (1 dismissed), 0 to psi, 1 acid (121 total damage).
Armoured skeleton warrior hits Zeklos for (58 to psi shield), (56 dismissed), 20 to psi, 28 physical, 3 to psi, 4 light, 1 to psi, 2 cold, (26 to psi shield), (9 dismissed), 3 to psi, 4 physical, (9 dismissed), 3 to psi, 5 cold, (5 dismissed), 2 to psi, 2 cold, (28 to psi shield), 7 to psi, 9 physical, 7 to psi, 9 cold, 3 to psi, 5 cold (119 total damage).
Ghoulking hits Zeklos for (32 to psi shield), 8 to psi, 11 physical (19 total damage).
Armoured skeleton warrior hits Zeklos for (58 to psi shield), 34 to psi, 47 physical, (3 to psi shield), (1 dismissed), 0 to psi, 0 nature, (3 to psi shield), (1 dismissed), 0 to psi, 1 temporal, 1 to psi, 2 cold, (29 to psi shield), (10 dismissed), 4 to psi, 5 physical, (8 dismissed), 3 to psi, 4 cold, 3 to psi, 5 cold, (27 to psi shield), (9 dismissed), 3 to psi, 5 physical, 0 to psi, 16 cold, (7 dismissed), 2 cold (137 total damage).
Nerigalaith the master vampire hits Something for 50 cold damage.
Nerigalaith the master vampire casts Invoke Darkness.
Skeleton master archer's Shoot performs a ranged critical strike against Zeklos!
Zeklos converts some damage to Psi!
Burning from Zeklos hits Nerigalaith the master vampire for 53 fire damage.
Nerigalaith the master vampire hits Zeklos for (58 to psi shield), 1 to psi, 200 darkness (201 total damage).
Skeleton master archer's Shoot hits Zeklos for (58 to psi shield), 102 physical (102 total damage).
Zeklos the level 18 ogre adventurer was decapitated to death by a skeleton master archer on level 4 of Infinite Dungeon.
You have 4 life(s) left.
Zeklos deactivates Blurred Mortality.
Zeklos rearms.
Zeklos deactivates Kinetic Shield.
Zeklos deactivates Charged Shield.
Zeklos deactivates Feather Wind.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Skeleton master archer's Shoot killed Zeklos!
Saving done.
Talent Lightning is ready to use.
Talent Flame is ready to use.
Saving game...