Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Cloning Insanity 1.2.5This addon allows every single unit in the game, besides the player, to clone themselves. If an enemy(or an ally) has sight of the player for 5 turns, they will clone themselves. The clone will be given the following stats: 75% of their current life. Every single npc in the game can do so, even allies. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! 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:
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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 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. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 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. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Ashes of Urh'Rok 1.4.0Official 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:
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Embers of Rage 1.4.4Official 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:
Improved Auto-explore and Rest 1.4.5Quality 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. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Sun Paladin |
| Level / Exp | 63 / 79% |
| Size | small |
| Lifes / Deaths | Killed by Polina the mean looking elven guard at level 63 on the 5th Mirth 122nd year of Ascendancy at 19:46 / 1 |
Primary Stats
| Strength | 114 (base 70) |
| Dexterity | 68 (base 70) |
| Constitution | 74 (base 70) |
| Magic | 75 (base 70) |
| Willpower | 81 (base 70) |
| Cunning | 79 (base 70) |
Resources
| Life | -585/20815 |
| Positive | 816/816 |
| Stamina | 1093/1093 |
| Healing Factor | 1 |
| Regeneration | 151.1246887592 |
Speed
| Mental | +113.3% |
| Attack | +113.3% |
| Movement | +389.5% |
| Spell | +113.3% |
| Global | +164.13957955368% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 313 |
| Accuracy | 65 |
| Crit Chance | 278% |
| APR | 6 |
| Speed | 0.47 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 159 |
| Crit Chance | 100% |
| Speed | 0.46882325363338 |
Offense: Mind
| Mindpower | 166 |
| Crit Chance | 100% |
| Speed | 0.46882325363338 |
Defense: Base
| Armour (hardiness) | 217.55 (30%) |
| Defense | 84 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 65 |
| Mental Save | 48 |
Defense: Resistances
| All | + 69%( 70%) |
Defense: Immunities
| Disarm Resistance | 34% |
| Confusion Resistance | 99% |
| Silence Resistance | 64% |
| Instadeath Resistance | 100% |
| Blind Resistance | 99% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 60 life over 5 turns. |
Class Talents
| Celestial / Sun | 1.30 |
| 5/5 |
| 5/5 |
| 6/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Celestial / Combat | 6.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 66.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 5/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 5/5 |
| 6/5 |
| 5/5 |
| Technique / Conditioning | 0.90 |
| 6/5 |
| 6/5 |
| 6/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Yeek | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Chant of Resistance |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | The target is under protection and its life regeneration is boosted by 103. Providence |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
Equipment
| On fingers | copper ring 'Lorykhad' copper ring 'Lorykhad'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +3 Mag / +3 Wil / +5 Cun Changes resistances: +6% blight / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +21% arcane / +6% blight Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| In main hand | Skyfear (38.5-53.9 power, 6 apr) Skyfear (38.5-53.9 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to daze On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +50% Damage (Melee): +156 insidious poison / +8 lightning / +4 blight Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +12.0% Physical power: +15 (+1 eff.) Armour: +15 Damage when hit (Melee): 12 blight / 4 arcane Changes stats: +7 Str / +2 Wil / +7 Con Changes resistances penetration: +15% physical / +15% cold Changes damage: +15% physical Spell save: +28 (+7 eff.) Disarm immunity: +34% Mana each turn: +0.08 Stamina when hit: +2.50 Maximum mana: +40.00 One-handed war axes. |
| On hands | rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | brass lantern brass lantern2.00 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. |
| Main armor | Harigar the Flamerigor (5 def, 8 armour) Harigar the Flamerigor (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +20 (+2 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 4 arcane Changes resistances: +29% lightning / +27% cold / +18% fire Changes resistances penetration: +15% fire Changes damage: +18% arcane Critical mult.: +36.00% Life regen: +2.00 Stamina each turn: +1.90 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
| In off hand | Fuliharathad the Weepwilder (4 def, 2 armour, 9-10.8 power, 22 block) Fuliharathad the Weepwilder (4 def, 2 armour, 9-10.8 power, 22 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 Damage (Melee): +11 acid / +8 mind Burst (radius 2) on crit: +4 nature When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 11% chance to corrode armour Damage when hit (Melee): 8 nature / 4 mind Changes stats: +2 Con Changes resistances: +12% acid / +12% darkness / +6% nature / +12% light Changes damage: +9% mind Talent granted: +1 Block Handheld deflection devices. |
Inventory
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Dragon's Greed (Insane (Roguelike) difficulty) (Uniques)
Amassed 8000 gold pieces.By Batdar the Yeek Sun Paladin level 42
1st Mirth 122nd year of Ascendancy at 01:29 see stats
Exterminator (Insane (Roguelike) difficulty) (Uniques)
Killed 1000 creatures.By Batdar the Yeek Sun Paladin level 60
2nd Mirth 122nd year of Ascendancy at 07:12 see stats
Level 10 (Insane (Roguelike) difficulty) (Uniques)
Got a character to level 10.By Batdar the Yeek Sun Paladin level 10
75th Pyre 122nd year of Ascendancy at 06:10 see stats
Level 20 (Insane (Roguelike) difficulty) (Uniques)
Got a character to level 20.By Batdar the Yeek Sun Paladin level 20
79th Pyre 122nd year of Ascendancy at 13:48 see stats
Level 30 (Insane (Roguelike) difficulty) (Uniques)
Got a character to level 30.By Batdar the Yeek Sun Paladin level 30
79th Pyre 122nd year of Ascendancy at 18:15 see stats
Level 40 (Insane (Roguelike) difficulty) (Uniques)
Got a character to level 40.By Batdar the Yeek Sun Paladin level 40
1st Mirth 122nd year of Ascendancy at 01:17 see stats
Level 50 (Insane (Roguelike) difficulty) (Uniques)
Got a character to level 50.By Batdar the Yeek Sun Paladin level 50
1st Mirth 122nd year of Ascendancy at 09:32 see stats
Size is everything (Insane (Roguelike) difficulty) (Uniques)
Did over 1500 damage in one attack.By Batdar the Yeek Sun Paladin level 60
2nd Mirth 122nd year of Ascendancy at 07:07 see stats
Size matters (Insane (Roguelike) difficulty) (Uniques)
Did over 600 damage in one attack.By Batdar the Yeek Sun Paladin level 53
1st Mirth 122nd year of Ascendancy at 18:45 see stats
The bigger the better! (Insane (Roguelike) difficulty) (Uniques)
Did over 3000 damage in one attack.By Batdar the Yeek Sun Paladin level 60
2nd Mirth 122nd year of Ascendancy at 07:07 see stats
Treasure Hoarder (Insane (Roguelike) difficulty) (Uniques)
Amassed 3000 gold pieces.By Batdar the Yeek Sun Paladin level 24
79th Pyre 122nd year of Ascendancy at 15:38 see stats
Treasure Hunter (Insane (Roguelike) difficulty) (Uniques)
Amassed 1000 gold pieces.By Batdar the Yeek Sun Paladin level 12
75th Pyre 122nd year of Ascendancy at 13:54 see stats
Log
Polina the mean looking elven guard's Clone's Clone shrugs off the effect 'Dazed'!
Polina the mean looking elven guard's Clone's Clone's Clone's Clone's mind surges with critical power!
Polina the mean looking elven guard's Clone's Clone's Clone's Clone is invigorated by the attack!
Polina the mean looking elven guard's Clone's Clone's Clone's Clone is dazed!
Elven blood mage's Clone's Clone is not dazed anymore.
Elven blood mage's Clone's Clone is dazed!
Elven blood mage's Clone's Clone's Clone is not dazed anymore.
Talent Bathe in Light is ready to use.
Bloated ooze misses Batdar.
Polina the mean looking elven guard shares damage with his oozes!
Batdar hits Bloated ooze for 102 light damage.
Batdar hits Elven blood mage's Clone's Clone for 169 light damage.
Batdar hits Polina the mean looking elven guard's Clone's Clone's Clone for 0 light damage.
Batdar hits Bloated ooze for 205 light damage.
Batdar hits Polina the mean looking elven guard's Clone's Clone's Clone's Clone for 0 light damage.
Batdar hits Polina the mean looking elven guard's Clone's Clone for 0 light damage.
Batdar hits Elven blood mage's Clone for 338 light damage.
Batdar hits Bloated ooze for 205 light damage.
Batdar hits Elven blood mage's Clone's Clone for 225 light damage.
Batdar hits Elven blood mage's Clone for 225 light damage.
Batdar hits Bloated ooze for 228 light damage.
Batdar hits Elven blood mage's Clone's Clone's Clone for 112 light damage.
Batdar hits Bloated ooze's Clone for 205 light damage.
Batdar hits Bloated ooze's Clone for 182 light damage.
Batdar hits Bloated ooze for 91 light damage.
Batdar hits Polina the mean looking elven guard for (209 antimagic), 16 light (16 total damage).
Batdar hits Elven blood mage for 282 light damage.
Polina the mean looking elven guard uses Mucus.
Polina the mean looking elven guard performs a melee critical strike against Batdar!
Saving game...
