Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Improved Auto-explore and Rest 1.5.3Quality 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. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 23 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 17 on the 18th Dusk 122nd year of Ascendancy at 21:18 / 2Killed by Nerina the wolf at level 23 on the 43rd Dusk 122nd year of Ascendancy at 21:45 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 73 (base 53) |
| Willpower | 29 (base 10) |
| Cunning | 61 (base 48) |
Resources
| Life | 0/566 |
| Positive | 95/96 |
| Negative | 55/96 |
| Healing Factor | 1.2564835164835 |
| Regeneration | 9.1095054945054 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +26.197524514581% |
| Spell | +12.394174083001% |
| Global | +82.677776627678% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Stealth | 8 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 10 |
| Crit Chance | 30% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 52% |
| Speed | 0.88972583157337 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 26% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 31 |
| Mental Save | 68 |
Defense: Resistances
| All | + 33%( 77%) |
Defense: Immunities
| Disarm Resistance | 49% |
| Pinning Resistance | 51% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 66% |
Inscriptions (4/5)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 725% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 10 turns. While Heroism is active, you will only die when reaching -423 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 269 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Hymn of Shadows |
| talent | Chant of Fortitude |
| detrimental effect | The target is encased in thorny vines, dealing 18 nature damage each turn and reducing its speed by 21%. Thorn Grab |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is out of phase with reality, increasing defense by 33, resist all by 33%, and reducing the duration of detrimental timed effects by 33%. Out of Phase |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +2. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 37. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed chunk of ghoul flesh. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed xorn fragment. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vial of squid ink. * You've found the needed giant spider spinneret. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Deepsmire (0 def, 1 armour) Deepsmire (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Dex / +6 Mag / +2 Cun / +2 Con Changes resistances penetration: +15% darkness Physical save: +10 (+5 eff.) Mental save: +10 (+3 eff.) A pair of boots made of leather. |
| Light source | brass lantern 'Blackburst' brass lantern 'Blackburst'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +3% light / +3% darkness Changes damage: +9% light / +18% darkness Mental save: +7 (+2 eff.) Light radius: +2 See stealth: +8 See invisible: +6 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 | Getabers the Dimsmash (1 def, 0 armour) Getabers the Dimsmash (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +6 Cun / +2 Wil Changes resistances: +16% cold Changes resistances penetration: +20% darkness Changes damage: +15% darkness / +11% cold Mental save: +30 (+8 eff.) A pointy cloth hat, very wizardly... |
| Tool | Anyrak the elven-wood wand of conjuration [power 409] (10 cooldown) Anyrak the elven-wood wand of conjuration [power 409] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 16 acid Changes stats: +5 Wil Changes resistances: +6% blight / +18% acid Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +17.00 It can be used to fire a bolt of a random element with (base) damage 204 to 409, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
| On fingers | psionicist's gold ring of tenacity psionicist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Disarm immunity: +28% Pinning immunity: +29% Knockback immunity: +34% Maximum life: +20.00 Rings can have magical properties. |
| Around waist | rough leather belt 'Glareshaper' rough leather belt 'Glareshaper'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% light / +6% darkness Changes damage: +3% light / +18% darkness Life regen: +0.90 Light radius: +3 Healing mod.: +12% A belt that goes around your waist. |
| In main hand | short elven-wood starstaff of fate (25-30 power, 5 apr, darkness element) short elven-wood starstaff of fate (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Physical save: +9 (+5 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Xeresewe' (0 def, 4 armour) rough leather gloves 'Xeresewe' (0 def, 4 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Changes stats: +4 Cun / +2 Wil Mental save: +37 (+10 eff.) Maximum life: +47.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cashmere robe of life (2 def, 0 armour) cashmere robe of life (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% blight Life regen: +1.60 Maximum life: +45.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Brodyldil' (1 def, 0 armour) linen cloak 'Brodyldil' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil / +2 Mag Changes resistances penetration: +15% temporal Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +10 (+4 eff.) Damage Shield penetration: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Belurach' voratun amulet 'Belurach'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +12 Defense: +11 (+5 eff.) Fatigue: -9% Changes stats: +8 Mag Changes resistances: +9% mind Changes resistances cap: +7% all Grants telepathy: Demon/Minor Demon/Major Physical save: +25 (+10 eff.) Knockback immunity: +10% Life regen: +4.50 Amulets can have magical properties. |
Inventory
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
grounding rough leather cap of the depths (0 def, 1 armour) grounding rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +6% cold Allows you to breathe in: water A cap made of leather. |
troll-hide cured leather armour of Eyal (2 def, 4 armour) troll-hide cured leather armour of Eyal (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +4.20 Maximum life: +70.00 Healing mod.: +20% A suit of armour made of leather. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
alchemist's lamp 'Obsidianshear' alchemist's lamp 'Obsidianshear'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 20 arcane resource burn Changes resistances: +12% temporal Changes resistances penetration: +20% darkness Blindness immunity: +32% Confusion immunity: +12% Light radius: +7 See stealth: +14 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Altais the Shalore Anorithil level 22
35th Dusk 122nd year of Ascendancy at 20:09 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Altais the Shalore Anorithil level 22
42nd Dusk 122nd year of Ascendancy at 14:57 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Altais the Shalore Anorithil level 22
35th Dusk 122nd year of Ascendancy at 20:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Altais the Shalore Anorithil level 10
1st Mirth 122nd year of Ascendancy at 00:58 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Altais the Shalore Anorithil level 20
25th Dusk 122nd year of Ascendancy at 16:30 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Altais the Shalore Anorithil level 7
77th Pyre 122nd year of Ascendancy at 23:53 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Altais the Shalore Anorithil level 17
17th Dusk 122nd year of Ascendancy at 00:36 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Altais the Shalore Anorithil level 14
6th Flare 122nd year of Ascendancy at 08:32 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Altais the Shalore Anorithil level 22
35th Dusk 122nd year of Ascendancy at 20:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Altais the Shalore Anorithil level 10
2nd Mirth 122nd year of Ascendancy at 03:46 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Altais the Shalore Anorithil level 22
35th Dusk 122nd year of Ascendancy at 20:09 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Altais the Shalore Anorithil level 20
25th Dusk 122nd year of Ascendancy at 19:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Altais the Shalore Anorithil level 13
1st Flare 122nd year of Ascendancy at 03:24 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Altais the Shalore Anorithil level 21
31st Dusk 122nd year of Ascendancy at 16:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Altais the Shalore Anorithil level 15
10th Flare 122nd year of Ascendancy at 19:03 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Altais the Shalore Anorithil level 17
18th Dusk 122nd year of Ascendancy at 21:19 see stats
Log
Altais is moving less freely.
Talent Moonlight Ray is ready to use.
The shield around Altais crumbles.
Talent Healing Light is ready to use.
Altais recovers sight.
Nerina the wolf uses Thorn Grab.
Altais resists the mind attack!
Altais hits Nerina the wolf for 14 acid, 35 darkness, 20 light, 14 acid, 35 darkness, 20 light (136 total damage).
Nerina the wolf hits Altais for 46 nature, 19 mind (66 total damage).
Shadow casts Blindside.
Altais evades Shadow.
The shadows converge on Altais!
Altais is no longer surging arcane power.
Thorn Grab from Nerina the wolf hits Altais for 18 nature damage.
Altais casts Rune: Phase Door.
Altais is out of phase.
Nerina the wolf summons a War Hound!
Zubyda the rattlesnake uses Slash.
Altais evades Zubyda the rattlesnake.
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow hits Altais for 79 physical damage.
Shadow hits Altais for 79 physical damage.
Altais hits Shadow for 16 acid, 13 darkness, 44 light (73 total damage).
Altais hits Shadow for 0 acid, 0 darkness, 0 light (0 total damage).
Saving game...
