









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| 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 1.5.0Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Somebody shut that dog up 1.0.5Removes certain ambient sound effects: The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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:
 Better Item Description 1.5.10This 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 Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Enhanced Object Compare 1.5.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 1.5.5Quality 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. Showing Items Tier in Inventory 1.5.10This 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 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Adventurer | 
| Level / Exp | 10 / 0% | 
| Size | medium | 
| Lifes / Deaths | Killed by Vorebrevea the green ooze at level 10 on the 8th Mirth 122nd year of Ascendancy at 19:04/ 1 | 
Primary Stats
| Strength | 12 (base 12) | 
| Dexterity | 12 (base 12) | 
| Constitution | 33 (base 33) | 
| Magic | 30 (base 26) | 
| Willpower | 12 (base 12) | 
| Cunning | 14 (base 12) | 
Resources
| Life | 1000/304 | 
| Mana | 1000/129 | 
| Positive | 76/77 | 
| Healing Factor | 0.96995073891625 | 
| Regeneration | 0.24248768472906 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -50% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| See Stealth | 10 | 
Offense: Mainhand
| Damage | 12 | 
| Accuracy | 6 | 
| Crit Chance | 4% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 39 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 14 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Damage Bonus
| Arcane | +15% | 
| Physical | +10% | 
| Darkness | +3% | 
Offense: Damage Penetration
| Temporal | +5% | 
Defense: Base
| Armour (hardiness) | 4 (30%) | 
| Defense | 6 | 
| Ranged Defense | 9 | 
| Fatigue | 0 | 
| Physical Save | 20 | 
| Spell Save | 14 | 
| Mental Save | 14 | 
Defense: Resistances
| Arcane | + 23%( 70%) | 
| Physical | + 16%( 70%) | 
| All | + 7%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 13 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. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 612% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 147 life over 5 turns. Its effects scale with your Cunning stat. | 
Class Talents
| Spell / Arcane | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Air | 1.00 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Celestial / Light | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Spell / Aegis | 1.00 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Arcane Shield | 
| talent | Shielding | 
| talent | Arcane Power | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns).Runic Saturation | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns).Infusion Saturation | 
| detrimental effect | The target is poisoned, taking 14.71 nature damage per turn and decreasing all heals received by 20%.Insidious Poison | 
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown.Stunned | 
| beneficial effect | The mana surge engulfs the target, regenerating 1.53 mana per turn.Surging mana | 
Quests
| You failed to protect the lost sun paladin from death by Magnus.Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire.Escort: lost sun paladin (level 3 of Trollmire) As a reward you improved Magic by +1. | done | 
| You failed to protect the lost warrior from death by Magnus.Escort: lost warrior (level 2 of Trollmire) | failed | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It 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 darkness The 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| 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 Alchemists Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
Equipment
| On feet |  traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. | 
| On hands |  rough leather gloves of magic (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| On head |  Glorytha the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +1 Mag dps ---------- Spell.crit +1% ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+5 eff.) ---------- misc Max.mana +80.00 Max.vim +20.00 A pointy cloth hat, very wizardly... | 
| Tool |  Imp Claw 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 4/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 47.79 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. | 
| On fingers |  mule's copper ring of the mountain (+10%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Fatigue -4% Resists +10% physical ---------- misc Max.enc +20 Rings can have magical properties. | 
| Main armor |  rough leather armour (1 def, 2 armour) 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. | 
| In main hand |  Fogoozer the elm magestaff (10-12 power, 2 apr, arcane 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: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Spell.crit +1% Spell.pwr +8 (+3 eff.) Dmg.mod +10% arcane +3% darkness Res.pen +5% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
| Cloak |  linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Light source |  brass lantern 2.0 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. | 
Inventory
|  biting gale rune of the duelist (19 cold damage; freeze 3 turns with power 27) 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 18.96 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 27 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  iron battleaxe (13.5-20.25 power, 1 apr) 3.0 T1 battleaxe 2H weapon [Normal] Power 13.5 - 20.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. | 
|  insidious steel dagger of phasing (13.5-17.55 power, 10 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Nature Power 13.5 - 17.6 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +10 Crit +5.0% Atk.spd 100% Phasing +8% Melee+ +12 insidious poison Sharp, short and deadly. | 
|  slime-covered iron greatmaul (20-30 power, 1 apr) 5.0 T1 greatmaul 2H weapon [Ego] Disrupt Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% On Hit: * Slows global speed by 9% Massive two-handed mauls. | 
|  steel greatmaul of massacre (34.5-51.75 power, 2 apr) 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Master Power 34.5 - 51.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. | 
|  steel greatsword (23.5-37.6 power, 2 apr) 3.0 T2 greatsword 2H weapon Reqs Str 16 [Normal] Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. | 
|  dwarven-steel longsword 'Zylathamas' (24.5-34.3 power, 4 apr) 3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Psionic Power 24.5 - 34.3 Acid Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 acid +11 mind On Hit: * 16% chance to cause random gloom While equipped: Stats +6 Str +2 Dex +2 Wil +5 Cun ----- def ----- Resists +6% acid Sharp, long, and deadly. | 
|  insidious iron mace of erosion (12-16.8 power, 2 apr) 3.0 T1 mace 1H weapon [Ego] Nature Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +15 insidious poison +5 temporal +5 nature Blunt and deadly. | 
|  ash magestaff (15-18 power, 3 apr, fire element) 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  shimmering elm starstaff of wizardry (10-12 power, 2 apr, light element) 5.0 T1 staff 2H weapon [Ego+] 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% While equipped: Stats +1 Wil +1 Mag dps ---------- Spell.crit +1% Spell.pwr +5 (+2 eff.) Dmg.mod +10% light ---------- misc Mana/turn +0.12 Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Brodydoleg the Weepidol (2 def, 6 armour) 14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% arcane +3% nature Res.pen +5% arcane Melee Ret 8 arcane ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Resists +10% light +11% darkness A suit of armour made of mail. | 
|  spiked steel mail armour (2 def, 6 armour) 14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% A suit of armour made of mail. | 
|  cleansing steel plate armour (4 def, 9 armour) 17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Ego] Disrupt While equipped: ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% Resists +10% nature +12% blight A suit of armour made of metal plates. | 
|  icy steel shield (6 def, 2 armour, 40.5 block) 7.0 T2 shield armor Reqs Str 16 Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- Melee+ 5 cold Melee Ret 11 ice ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. | 
|  Wildmalice (21/21, 18.5-25.9 power, 7 apr) 3.0 T2 arrow ammo Reqs Dex 16 [Rare] Psionic Power 18.5 - 25.9 Mind Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 21 On Hit.r1 +8 nature On Crit.r2 +12 nature On Hit: * Slows global speed by 40% * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. | 
|  hateful quiver of elm arrows of accuracy (17/17, 14-19.6 power, 5 apr) 3.0 T1 arrow ammo [Ego+] Master/Psionic Power 14.0 - 19.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +9 Apr +5 Crit +1.0% Capacity 17 Ranged+ +9 darkness Against +8% Living Arrows are used with bows to pierce your foes to death. | 
|  quiver of ash arrows (23/23, 19.5-27.3 power, 7 apr) 3.0 T2 arrow ammo Reqs Dex 16 [Normal] Power 19.5 - 27.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 23 Arrows are used with bows to pierce your foes to death. | 
|  agate 0.0 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. | 
|  Scrying Orb 1.0 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 Chest 2.0 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. | 
|  ametrine 0.0 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. | 
Achievements
Log
Magnus hits Blue ooze for 15 lightning damage.
Magnus hits Minotaur for (32 absorbed), 0 lightning (0 total damage).
Magnus hits Vorebrevea the green ooze for (32 absorbed), 0 lightning (0 total damage).
Your shield crumbles under the damage!
The shield around Magnus crumbles.
Minotaur hits Magnus for (32 absorbed), 0 physical, (6 absorbed), 0 light, (5 absorbed), 4 fire (4 total damage).
Vorebrevea the green ooze hits Magnus for 23 physical, 8 physical (31 total damage).
Insidious Poison from Bandit hits Magnus for 14 nature damage.
Vorebrevea the green ooze's Beyond the Flesh hits Magnus for 29 physical, 1 nature, 5 temporal, 7 nature, 8 physical (51 total damage).
Burning from Magnus hits Bandit for (7 absorbed), 0 fire (0 total damage).
Bandit performs a melee critical strike against Magnus!
Bandit hits Magnus for 18 physical, 5 lightning, 17 physical, 6 fire (46 total damage).
Magnus casts Manathrust.
The shield around bandit crumbles.
Magnus hits Bandit for (46 absorbed), 12 arcane (12 total damage).
Minotaur hits Magnus for 31 physical, 6 light, 8 fire (46 total damage).
Bandit stops burning.
Insidious Poison from Bandit hits Magnus for 14 nature damage.
Vorebrevea the green ooze's Beyond the Flesh hits Magnus for 20 physical, 1 nature, 5 temporal, 7 nature, 8 physical (41 total damage).
Bandit performs a melee critical strike against Magnus!
Bandit hits Magnus for 29 physical, 5 lightning, 11 physical, 6 fire (50 total damage).
Minotaur misses Magnus.
Magnus casts Flame.
Bandit is on fire!
Magnus hits Bandit for 36 fire damage.
Vorebrevea the green ooze hits Magnus for 22 physical, 8 physical (30 total damage).
The shield around blue ooze crumbles.
The shield around minotaur crumbles.
The shield around Vorebrevea the green ooze crumbles.
Saving game...



























 
			