










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Necromancer |
Level / Exp | 22 / 56% |
Size | big |
Lifes / Deaths | Killed by Ardri the halfling at level 22 on the 4th Decay 122nd year of Ascendancy at 09:10 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 20 (base 10) |
Magic | 78 (base 51) |
Willpower | 51 (base 43) |
Cunning | 21 (base 11) |
Resources
Life | -3/357 |
Mana | 322/342 |
Soul | 11/19 |
Healing Factor | 1.0789473684212 |
Regeneration | 0.26973684210529 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 58.51309450209 |
See Invisible | 81.418037532905 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 31 |
Accuracy | 16 |
Crit Chance | 9% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Arcane | +20% |
Cold | +12% |
All | +7% |
Lightning | +12% |
Light | +12% |
Darkness | +36% |
Fire | +12% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 48 |
Mental Save | 26 |
Defense: Resistances
Darkness | + 14%( 70%) |
Light | + 14%( 70%) |
Blight | + 17%( 70%) |
Cold | + 23%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 254 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 130 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. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (54 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Animus | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Advanced necrotic minions | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Will o' the Wisp |
talent | Keen Senses |
talent | Necrotic Aura |
beneficial effect | You have an arcane eye observing for you in a radius of 10. Arcane Eye |
beneficial effect | The target's spellpower has been increased by 14. Spellsurge |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution 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 |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 Possessed. | done |
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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * '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.' * You've found the needed black mamba head. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. | 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 within2 lumberjacks have died. | 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 | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +3 (+3 eff.) Armour: +1 Changes stats: +3 Cun / +3 Wil Physical save: +6 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Spellpower: +4 (+1 eff.) Mindpower: +3 (+2 eff.) A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Spellpower: +6 (+1 eff.) Light radius: +5 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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil / +4 Mag Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes damage: +9% arcane Critical mult.: +10.00% Mana each turn: +0.16 Maximum vim: +10.00 Spell crit. chance: +2% It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +21.00 Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +3 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Damage when hit (Melee): 6 mind / 2 nature Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +9% blight Changes damage: +3% nature Trap disarming bonus: +16 Stealth bonus: +8 Spell save: +7 (+2 eff.) Infravision radius: +4 Size category: +1 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +7 Maximum vim: +18.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +9% It can be used to conjure elemental energy in a radius 6 cone, dealing 32.70 to 39.25 darkness damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 8 darkness Changes stats: +3 Mag Changes resistances: +6% darkness Changes damage: +4% darkness / +4% arcane 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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Changes damage: +7% all Spell save: +16 (+5 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +17 (+8 eff.) Changes stats: +3 Dex / +1 Mag / +2 Wil Changes resistances: +6% light / +15% cold See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 6% chance to blind * 6% chance to reduce damage dealt by 18% Changes stats: +2 Mag Changes damage: +5% acid / +5% light / +5% darkness / +5% cold / +5% lightning / +5% fire Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 239.23 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() balanced dwarven-steel dagger of massacre (127% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 127% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+6 eff.) Defense: +5 (+2 eff.) Disarm immunity: +31% Sharp, short and deadly. |
![]() quick stralite dagger (138% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 139% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+6 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. |
![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. It is part of a set of items. Power: 118% Range: 1.2x Uses stat: 80% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+8 eff.) Changes stats: +3 Con / +3 Wil Changes damage: +6% arcane / +19% darkness Talent granted: +1 Command Staff Spellpower: +18 (+4 eff.) Spell crit. chance: +2% It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
![]() miner's pair of hardened leather boots of invasion (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+4 eff.) Armour: +6 Changes resistances penetration: +7% physical Infravision radius: +1 A pair of boots made of leather. |
![]() cleansing cured leather armour of acid resistance (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +17% acid / +12% nature / +11% blight A suit of armour made of leather. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str / +8 Con Blindness immunity: +23% Confusion immunity: +12% Hate when firing a critical mind attack: +2.00 Maximum psi: +50.00 Mindpower: +10 (+5 eff.) Light radius: +6 See stealth: +8 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 7 turns. The radius will increase with your Cunning. 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(108 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 Activation costs 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. |
![]() Powered 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) Activation costs 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 330 Base Damage: 167 Armor: 7 All Resist: 12 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 54. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Livan the Cornac Necromancer level 11
2nd Dusk 122nd year of Ascendancy at 21:49 see stats
By Livan the Cornac Necromancer level 17
64th Dusk 122nd year of Ascendancy at 17:02 see stats
By Livan the Cornac Necromancer level 10
3rd Flare 122nd year of Ascendancy at 05:50 see stats
By Livan the Cornac Necromancer level 20
65th Haze 122nd year of Ascendancy at 00:37 see stats
By Livan the Cornac Necromancer level 19
72nd Dusk 122nd year of Ascendancy at 05:34 see stats
By Livan the Cornac Necromancer level 19
64th Haze 122nd year of Ascendancy at 09:50 see stats
By Livan the Cornac Necromancer level 11
6th Flare 122nd year of Ascendancy at 20:34 see stats
By Livan the Cornac Necromancer level 9
9th Mirth 122nd year of Ascendancy at 08:04 see stats
By Livan the Cornac Necromancer level 21
67th Haze 122nd year of Ascendancy at 21:37 see stats
Log
Ardri the halfling's awareness returns to normal.
Livan casts Chill of the Tomb.
Ardri the halfling deflects the projectile from Livan to the south!
Armoured skeleton warrior uses Shield Pummel.
Ardri the halfling evades Armoured skeleton warrior.
Skeleton mage refocuses the energies of his staff.
Armoured skeleton warrior hits Ardri the halfling for 56 physical damage.
Ardri the halfling casts Searing Light.
Ardri the halfling's spell attains critical power!
Ardri the halfling's spell attains critical power!
Talent Invoke Darkness is ready to use.
Ardri the halfling's light area effect hits Armoured skeleton warrior for 150 light damage.
Ardri the halfling's light area effect hits Livan for 144 light damage.
LIFE LOST WARNING!
Livan casts Consume Soul.
Livan receives 311 healing.
Skeleton mage casts Manathrust.
Skeleton mage hits Skeleton master archer for 0 arcane damage.
Skeleton mage hits Armoured skeleton warrior for 0 arcane damage.
Skeleton mage hits Ardri the halfling for 128 arcane damage.
Skeleton mage hits Ghast for 0 arcane damage.
Ardri the halfling's glyph of twilight hits Skeleton master archer for 0 light, 0 darkness (0 total damage).
Armoured skeleton warrior hits Ardri the halfling for 77 physical damage.
Ghast uses Ghoulish Leap.
Ghast speeds up.
Ardri the halfling casts Moonlight Ray.
Ardri the halfling hits Livan for 215 darkness damage.
Saving game...