








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This 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 Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: The infamous Wilhelm scream mod 1.5.5Description The "Wilhelm Scream" has been a stamp and running joke amongst sound editors for years, appearing in classic movies such as "Raiders of the Lost Ark", "Batman Returnes" and "Star Wars: The New Hope". Now your character can meet his/her doom with that scream. Wiki: https://en.wikipedia.org/wiki/Wilhelm_scream. This is a stock sound effect of a man screaming Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Заменяет стандртный звук при смерти на печально известный крик Вильгельма, известный многим как крик Штормтрупера. "Крик Вильгельма" является штампом и шуткой звукорежиссеров на протяжении многих лет, появляясь в такой классике, как "Индиана Джонс: В поисках утраченного ковчега", "Бэтмен возвращается", "Звёздные войны: Эпизод 4 – Новая надежда". А теперь и ваш персонаж может ознаменовать свою гибель подобным криком. Это бесплатный звуковой эффект предсмертного мужского крика. Он часто используется в моменты смерти от стрельбы, падения с большой высоты или эффектом удара взрывной волны. Установка: Удаление: или в игре: 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Improved Auto-explore and Rest 1.5.5Quality 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. Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Anorithil |
| Level / Exp | 15 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Yvotta the crimson crystal at level 15 on the 5th Dusk 122nd year of Ascendancy at 03:19 3 / 3Killed by Yvotta the crimson crystal at level 15 on the 6th Dusk 122nd year of Ascendancy at 17:33 Killed by RIP minä at level 15 on the 6th Dusk 122nd year of Ascendancy at 17:40 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 34 (base 30) |
| Magic | 60 (base 41) |
| Willpower | 24 (base 10) |
| Cunning | 13 (base 13) |
Resources
| Life | 370/370 |
| Positive | 92/92 |
| Negative | 92/92 |
| Healing Factor | 1.1764705882352 |
| Regeneration | 0.29411764705881 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 4 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 6 |
| Crit Chance | 7% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +23% |
| Lightning | +26% |
| Darkness | +45% |
| Arcane | +14% |
| Mind | +27% |
| All | +11% |
Offense: Damage Penetration
| Blight | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 29 (35.629139072848%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 40 |
| Mental Save | 25 |
Defense: Resistances
| Temporal | + 9%( 70%) |
| Lightning | + 16%( 70%) |
| Darkness | + 23%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
Inscriptions (5/5)
| 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: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 480% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Constitution stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 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 target's spellpower has been increased by 2. Spellsurge |
Quests
You failed to protect the lost anorithil from death by large brown snake. Escort: lost anorithil (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On feet | Bloomraze the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +6 Mag +4 Con dps ---------- Res.pen +10% nature ----- def ----- Armour +1 Fatigue -5% Resists +6% lightning +5% temporal ---------- misc Infravis +2 A pair of boots made of leather. |
| Around waist | rough leather belt 'Nerawyn'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +2 Dmg.mod +12% acid +3% arcane Res.pen +5% blight Melee Ret 4 arcane ----- def ----- Armour +6 ---------- misc Mana/s.crit +3.00 Create a temporary shield that absorbs 182 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| Main armor | focusing woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.pwr +14 (+5 eff.) Dmg.mod +11% all ---------- misc Mana/turn +0.20 Psi/turn +0.22 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On head | rough leather cap 'Unlightknight' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness +15% lightning Melee Ret 20 darkness 20 lightning ----- def ----- Armour +3 Fatigue +1% Resists +20% darkness +6% lightning ---------- misc Infravis +2 A cap made of leather. |
| Light source | Elenahad the Ravenwrither2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +16% mind +3% darkness ----- def ----- Heal/summ +20 ---------- misc Psi/ret +0.08 Max.psi +30.00 Light +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. |
| Cloak | spellcowled cashmere cloak of the guardian (13 def, 8 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Wil +4 Mag ----- def ----- Armour +8 Defense +13 (+7 eff.) Phys.save +18 (+9 eff.) Spell.save +30 (+10 eff.) Mind.save +18 (+9 eff.) ---------- misc Max.mana +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | infernal elven-wood starstaff of greater warding (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +35.00% Spell.pwr +21 (+7 eff.) Melee+ 31 fire Dmg.mod +25% darkness ----- def ----- Armour +11 Defense +11 (+6 eff.) ---------- misc See.Invis +17 Wards +3 darkness Talents +1 Command Staff +4 Ward Staves designed for wielders of magic, by the greats of the art. |
Inventory
iron greatmaul 'Belotha' (18.5-27.75 power, 1 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Rare] Arcane Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +8 mind +10 cold While equipped: Stats +4 Str +2 Mag ---------- misc Light +3 Infravis +3 Massive two-handed mauls. |
Emelomina the Tempesttitan (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +8 lightning +8 mind While equipped: dps ---------- Spell.crit +1% Spell.pwr +9 (+3 eff.) S.pwr/crit +6 Dmg.mod +3% mind +10% physical Res.pen +5% mind Melee Ret 20 mind ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 2 cone, dealing 21.65 to 25.98 physical damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elywyn (6 def, 17 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: ----- def ----- Armour +17 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +3% Resists +9% temporal +6% mind +15% darkness Spell.save +12 (+4 eff.) ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) ----- def ----- Armour +4 Defense +3 (+2 eff.) Spell.save +8 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 56.99 to 170.98 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Belywen (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +5 Dex +3 Con ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +3 Infravis +1 A cap made of leather. |
Eremiromikan (0 def, 3 armour)3.0 T1 head armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Crit.mult +6.00% Dmg.mod +9% physical ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) Max.HP +30.00 ---------- misc Stam/turn +0.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
pouch of iron shots 'Mayessra' (22/22, 14.5-17.4 power, 1 apr)3.0 T1 shot ammo Reqs Dex 11 [Rare] Psionic Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 22 Ranged+ +5 darkness +7 mind On Hit.r1 +12 acid On Hit: * Slows global speed by 40% * 40 arcane resource burn * 40% chance to corrode armour by 30% * 20% chance to torment the target Shots are used with slings to pummel your foes to death. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By RIP minä the Cornac Anorithil level 10
76th Pyre 122nd year of Ascendancy at 15:13 see stats
Lost in translation (Madness (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By RIP minä the Cornac Anorithil level 10
78th Pyre 122nd year of Ascendancy at 05:26 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By RIP minä the Cornac Anorithil level 13
3rd Flare 122nd year of Ascendancy at 04:43 see stats
Log
RIP minä hits Yvotta the crimson crystal for 485 darkness damage.
RIP minä receives 42 healing from RIP minä's healing light area effect.
Yvotta the crimson crystal casts Manathrust.
Your shield crumbles under the damage!
The shield around RIP minä crumbles.
Yvotta the crimson crystal hits RIP minä for (84 absorbed), 104 arcane (104 total damage).
RIP minä the level 15 cornac anorithil was energised to death by Yvotta the crimson crystal on level 3 of Scintillating Caves.
You have 3 life(s) left.
RIP minä deactivates Corona.
RIP minä deactivates Hymn of Perseverance.
A shield forms around RIP minä.
RIP minä deactivates Hymn Nocturnalist.
RIP minä is no longer surging arcane power.
RIP minä feels pain again.
RIP minä deactivates Chant of Fortitude.
The shield around RIP minä crumbles.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Yvotta the crimson crystal killed RIP minä!
Talent Twilight Surge is ready to use.
Talent Infusion: Healing is ready to use.
Talent Moonlight Ray is ready to use.
RIP minä casts Twilight Surge.
RIP minä's spell attains critical power!
RIP minä is surging arcane power.
RIP minä hits The Eidolon for 0 light, 0 darkness (0 total damage).
Saving done.
Saving game...

























































