Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! 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. 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:
Improved player targetting 1.2.0Player's targetting improvements. 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: Possessor Bonus Class 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.9Quality 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. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter |
| Campaign | Arena |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 34 / 83% |
| Size | big |
| Lifes / Deaths | Killed by master alchemist at level 34 on the 78th Pyre 122nd year of Ascendancy at 05:28 / 1 |
Primary Stats
| Strength | 41 (base 12) |
| Dexterity | 87 (base 60) |
| Constitution | 26 (base 19) |
| Magic | 13 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 62 (base 60) |
Resources
| Life | -7/855 |
| Stamina | 135/135 |
| Healing Factor | 1.1224489795918 |
| Regeneration | 4.9948979591837 |
Speed
| Mental | +26% |
| Attack | 0% |
| Movement | +56% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 2 |
| Infravision | 6 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 73 |
| Crit Chance | 34% |
| APR | 9 |
| Speed | 0.63 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 19% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 14 (70.376569037657%) |
| Defense | 57 |
| Ranged Defense | 61 |
| Fatigue | 3.8721804511278 |
| Physical Save | 34 |
| Spell Save | 24 |
| Mental Save | 24 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Knockback Resistance | 30% |
| Fear Resistance | 100% |
| Pinning Resistance | 25% |
| Poison Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 193 damage for 3 turns. Its effects scale with your Strength stat. |
| 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Agility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Rapid Shot |
| talent | Venomous Ammunition |
| talent | Intuitive Shots |
| beneficial effect | Increases movement speed by 56%. Rapid Movement |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | pair of hardened leather boots of uncanny dodging (2 def, 3 armour) pair of hardened leather boots of uncanny dodging (2 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% A pair of boots made of leather. |
| Quiver | elemental pouch of stralite shots of accuracy (15/20, 45.5-54.6 power, 5 apr) elemental pouch of stralite shots of accuracy (15/20, 45.5-54.6 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.5 - 54.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 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. |
| On head | stabilizing cashmere wizard hat of corrosion (+19%) (2 def, 0 armour) stabilizing cashmere wizard hat of corrosion (+19%) (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Wil Changes resistances: +19% acid Changes damage: +13% acid Physical save: +10 (+5 eff.) A pointy cloth hat, very wizardly... |
| On hands | alchemist's hardened leather gloves of dexterity (+4) (0 def, 2 armour) alchemist's hardened leather gloves of dexterity (+4) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +2 Damage (Melee): 5 acid / 6 fire / 4 cold / 6 lightning Changes stats: +4 Dex / +3 Mag / +3 Wil Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | warded stralite torque of charged psionic shield [power 123] (14/20 cooldown) warded stralite torque of charged psionic shield [power 123] (14/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +2 physical / +2 mind / +2 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 123 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's stralite ring of warding gladiator's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +14% acid / +18% fire / +23% lightning / +10% cold Rings can have magical properties. |
| On fingers | savage's gold ring of tenacity savage's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+6 eff.) Disarm immunity: +20% Pinning immunity: +25% Knockback immunity: +30% Maximum life: +24.00 Maximum stamina: +13.00 Rings can have magical properties. |
| Around neck | serendipitous stralite amulet of vision serendipitous stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +9 Lck Blindness immunity: +22% Infravision radius: +6 Sight radius: +2 See invisible: +9 Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
| In main hand | mighty reinforced leather sling of true flight mighty reinforced leather sling of true flightRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +10.0% Physical power: +9 (+2 eff.) Changes stats: +3 Str Slings are used to hurl stones or metal shots at your foes. |
| Around waist | nightruned hardened leather belt of the giants nightruned hardened leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +7% light / +8% darkness Spell save: +7 (+4 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | shocking stralite shield of cold resistance (+15%) (10 def, 2 armour, 42.5-51 power, 146.5 block) shocking stralite shield of cold resistance (+15%) (10 def, 2 armour, 42.5-51 power, 146.5 block)Requires: - Dexterity 35 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 42.5 - 51.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +146 On weapon hit: * 10% chance to daze at end of turn When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 7 lightning Damage when hit (Melee): 19 lightning Changes resistances: +15% cold Talent granted: +4 Block Handheld deflection devices. |
| Cloak | murderer's linen cloak (1 def, 0 armour) murderer's linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating reinforced leather armour of stability (4 def, 7 armour) rejuvenating reinforced leather armour of stability (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +5% physical Physical save: +14 (+7 eff.) Life regen: +4.20 Stamina each turn: +1.60 A suit of armour made of leather. |
Inventory
serendipitous steel amulet serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +9 (+3 eff.) Changes stats: +5 Lck Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
savior's copper ring of blinding strikes savior's copper ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 11% chance to blind Damage (Ranged): 21 light Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
marksman's stralite ring of perseverance marksman's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex Stun/Freeze immunity: +42% Life regen: +1.20 Rings can have magical properties. |
mighty hardened leather sling of power mighty hardened leather sling of powerRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str Changes resistances penetration: +11% physical Changes damage: +10% physical Slings are used to hurl stones or metal shots at your foes. |
insidious pouch of dwarven-steel shots of erosion (22/22, 34.5-41.4 power, 3 apr) insidious pouch of dwarven-steel shots of erosion (22/22, 34.5-41.4 power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 Damage (Ranged): +12 insidious poison / +5 temporal / +5 nature Shots are used with slings to pummel your foes to death. |
reinforced dwarven-steel shield of cold resistance (+19%) (8 def, 7 armour, 28-33.6 power, 100.5 block) reinforced dwarven-steel shield of cold resistance (+19%) (8 def, 7 armour, 28-33.6 power, 100.5 block)Requires: - Dexterity 24 - Talent Agile Defense (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +100 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +19% cold Talent granted: +3 Block Handheld deflection devices. |
spiked rough leather armour of spell shielding (1 def, 2 armour) spiked rough leather armour of spell shielding (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +6% arcane Spell save: +11 (+6 eff.) A suit of armour made of leather. |
grounding rough leather belt of shielding grounding rough leather belt of shieldingPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +5% lightning / +6% temporal It can be used to create a temporary shield that absorbs 185 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
thick linen cloak of battle (1 def, 6 armour) thick linen cloak of battle (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Armour: +6 Defense: +1 (+0 eff.) Fatigue: -3% Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of hardened leather boots of tirelessness (0 def, 9 armour) miner's pair of hardened leather boots of tirelessness (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Stamina each turn: +0.70 Maximum stamina: +18.00 Infravision radius: +2 A pair of boots made of leather. |
restful rough leather gloves of magic (+2) (0 def, 1 armour) restful rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's rough leather cap of dexterity (+2) (0 def, 3 armour) miner's rough leather cap of dexterity (+2) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Dex Infravision radius: +1 A cap made of leather. |
123 alchemist agate 123 alchemist agate0.00 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. |
supercharged yew totem of thorny skin [power 53] (14/25 cooldown) supercharged yew totem of thorny skin [power 53] (14/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 53 and armour hardiness by 50%, putting all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Arena Battler 20 (Madness (Roguelike) difficulty)
Got to wave 20 in the arena.By Defense the Skeleton Archer level 28
76th Pyre 122nd year of Ascendancy at 16:28 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Defense the Skeleton Archer level 10
74th Pyre 122nd year of Ascendancy at 21:05 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Defense the Skeleton Archer level 20
75th Pyre 122nd year of Ascendancy at 18:08 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Defense the Skeleton Archer level 30
76th Pyre 122nd year of Ascendancy at 22:18 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Defense the Skeleton Archer level 21
75th Pyre 122nd year of Ascendancy at 22:11 see stats
XXX the Destroyer (Madness (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Defense the Skeleton Archer level 22
76th Pyre 122nd year of Ascendancy at 01:22 see stats
Log
Using because low life
Using because fight
Using because low life
Using because fight
Using because low life
Defense shoots!
Defense's Shoot performs a ranged critical strike against Skeleton warrior!
Skeleton warrior is poisoned!
Defense's Shoot hits Skeleton warrior for 228 physical, 21 lightning (248 total damage).
Defense's Shoot hits Master alchemist for 12 lightning damage.
Venomous Ammunition hits Skeleton warrior for 33 nature damage.
Using because fight
Using because low life
Using because fight
Using because low life
Using because fight
Using because low life
Defense uses Steady Shot.
Numbing Poison from Defense hits Skeleton warrior for 33 nature damage.
Numbing Poison from Defense hits Master alchemist for 33 nature damage.
Bleeding from Defense hits Master alchemist for 20 physical damage.
Master alchemist casts Rune: Lightning.
Master alchemist hits Defense for 144 lightning damage.
Defense the level 34 skeleton archer was volted to death by a master alchemist on level 35 of The Arena.
Master alchemist killed Defense!
Defense deactivates Rapid Shot.
Defense deactivates Intuitive Shots.
Defense deactivates Venomous Ammunition.
