









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Ashes of Urh'Rok 1.7.4Official 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This 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 Embers of Rage 1.7.4Official 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 1.7.2Quality 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 12 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by THE DEFEATER OF INSANE's Inner Demon at level 12 on the 33rd Dusk 122nd year of Ascendancy at 11:46 / 1 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 18 (base 12) |
| Constitution | 13 (base 12) |
| Magic | 56 (base 35) |
| Willpower | 21 (base 12) |
| Cunning | 39 (base 25) |
Resources
| Mana | 222/276 |
| Negative | 26/83 |
| Life | -192/157 |
| Positive | 83/83 |
| Stamina | 152/160 |
| Soul | 6/10 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 2.3137566775459 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | -8.8817841970013E-16 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 12 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Darkness | +21% |
| Cold | +15% |
| Arcane | +4% |
Offense: Damage Penetration
| Acid | +5% |
| Temporal | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 9 |
| Physical Save | 9 |
| Spell Save | 29 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Lightning | + 26%( 70%) |
| Nature | + 19%( 70%) |
| Darkness | + 27%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 30%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Pinning Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Celestial / Twilight | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Undead drake | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Nightfall | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | 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 |
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
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern 'Layidatira'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% blight Res.pen +5% acid Melee Ret 6 mind 6 blight ----- def ----- Resists +6% acid ---------- misc Light +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 | linen wizard hat 'Cleansescar' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +11% darkness Res.pen +20% nature On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.08 A pointy cloth hat, very wizardly... |
| Tool | iron torque of psionic shield [power 29] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 29 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Belivea the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Con dps ---------- Apr +2 ----- def ----- Resists +3% physical Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
| On fingers | Radhogen the Murkenvy0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +3% lightning +3% cold +3% darkness Spell.save +12 (+6 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around waist | spiritwalker's rough leather belt1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag ---------- misc Mana/turn +0.11 Max.mana +20.00 A belt that goes around your waist. |
| In main hand | shimmering elm vilestaff of warding (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Armour +4 Defense +4 (+2 eff.) ---------- misc Mana/turn +0.11 Max.mana +35.00 Wards +2 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| 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 +4% arcane ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.03 to 105.09 lightning damage (70.06 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Cloak | linen cloak 'Belyta' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +1 Cun dps ---------- Res.pen +5% temporal ----- def ----- Defense +1 (+0 eff.) ---------- misc See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Inventory
blink rune of the wizard (range 6; phase 17; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper ring 'Cleanseshine'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil +2 Con dps ---------- Res.pen +15% nature ----- def ----- Crit.chn- 15.00% Spell.save +11 (+5 eff.) ---------- misc Max.stam +12.00 Infravis +1 Rings make your fingers look great! |
copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings make your fingers look great! |
warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
Cobratooth the elm starstaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Dex +3 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness +3% nature Res.pen +5% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Vorigaleta (3 def, 6 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +6% Resists +9% cold +6% physical Phys.save +11 (+11 eff.) A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Camirig' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Cun +2 Con dps ---------- Crit.mult +10.00% Dmg.mod +3% mind ----- def ----- Armour +1 Resists +3% acid Phys.save +11 (+11 eff.) Mind.save +11 (+5 eff.) Max.HP +20.00 ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
Infernostreak the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Melee Ret 4 fire ----- def ----- Armour +1 Fatigue +1% Resists +6% light A cap made of leather. |
Shimmerbrace (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +5% lightning +10% nature ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Phys.save +6 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
Strikeidol the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +7 Con dps ---------- Melee Ret 2 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +1 Fatigue +1% Resists +15% lightning +6% temporal A cap made of leather. |
rough leather cap 'Delithad' (5 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 43% * 10 arcane resource burn ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +6% cold Blind- +20% ---------- misc Breathe water A cap made of leather. |
4 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 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
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. |
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 204/400 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. |
elm totem of thorny skin [power 15] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By THE DEFEATER OF INSANE the Shalore Adventurer level 10
30th Dusk 122nd year of Ascendancy at 11:36 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By THE DEFEATER OF INSANE the Shalore Adventurer level 12
33rd Dusk 122nd year of Ascendancy at 11:32 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By THE DEFEATER OF INSANE the Shalore Adventurer level 9
9th Dusk 122nd year of Ascendancy at 19:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By THE DEFEATER OF INSANE the Shalore Adventurer level 5
4th Mirth 122nd year of Ascendancy at 09:41 see stats
Log
Raze hits Arossra the treant for 3 darkness damage.
THE DEFEATER OF INSANE is no longer invisible.
Bane of Confusion from THE DEFEATER OF INSANE's Inner Demon hits THE DEFEATER OF INSANE for 14 darkness damage.
Raze hits THE DEFEATER OF INSANE for 2 darkness damage.
Bane of Blindness from THE DEFEATER OF INSANE hits Arossra the treant for 30 darkness damage.
Raze hits Arossra the treant for 5 darkness damage.
Erupting Shadows hits THE DEFEATER OF INSANE for 8 darkness damage.
Something hits THE DEFEATER OF INSANE for 56 darkness damage.
Raze hits THE DEFEATER OF INSANE for 2 darkness, 2 darkness (5 total damage).
THE DEFEATER OF INSANE has finished recovering.
THE DEFEATER OF INSANE is no longer out of phase.
Talent Necrotic Breath is ready to use.
The shield around THE DEFEATER OF INSANE's Inner Demon crumbles.
THE DEFEATER OF INSANE's Inner Demon has finished recovering.
Bane of Confusion from THE DEFEATER OF INSANE hits THE DEFEATER OF INSANE's Inner Demon for (20 absorbed), 9 darkness (9 total damage).
Rotting Disease from THE DEFEATER OF INSANE hits THE DEFEATER OF INSANE's Inner Demon for (4 absorbed), 0 blight (0 total damage).
Erupting Shadows hits THE DEFEATER OF INSANE's Inner Demon for (15 absorbed), 0 darkness (0 total damage).
Raze hits THE DEFEATER OF INSANE's Inner Demon for (4 absorbed), 0 darkness, 4 darkness (4 total damage).
Bane of Confusion from THE DEFEATER OF INSANE's Inner Demon hits THE DEFEATER OF INSANE for 14 darkness damage.
Raze hits THE DEFEATER OF INSANE for 2 darkness damage.
THE DEFEATER OF INSANE's spell attains critical power!
Bane of Blindness from THE DEFEATER OF INSANE hits Arossra the treant for 30 darkness damage.
Raze hits Arossra the treant for 8 darkness damage.
Bane of Confusion from THE DEFEATER OF INSANE's Inner Demon hits THE DEFEATER OF INSANE for 17 darkness damage.
THE DEFEATER OF INSANE the level 12 shalore adventurer was darkened to death by a THE DEFEATER OF INSANE's Inner Demon on level 3 of Trollmire.
Space restabilizes around you.



































































