











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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: Items Vault 1.7.0Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 14 / 3% |
Size | medium |
Lifes / Deaths | Killed by Emelariabeth the green mold at level 14 on the 34th Dusk 122nd year of Ascendancy at 23:47 / 1 |
Primary Stats
Strength | 30 (base 25) |
Dexterity | 16 (base 16) |
Constitution | 12 (base 12) |
Magic | 20 (base 15) |
Willpower | 31 (base 28) |
Cunning | 20 (base 18) |
Resources
Mana | 215/283 |
Equilibrium | 10 |
Life | -173/324 |
Psi | 101/121 |
Stamina | 182/192 |
Paradox | 368 |
Healing Factor | 1.0191526171258 |
Regeneration | 0.25478815428145 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 22 |
Accuracy | 22 |
Crit Chance | 4% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 12 |
Accuracy | 22 |
Crit Chance | 4% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +22% |
Darkness | +8% |
Temporal | +8% |
Blight | +20% |
Acid | +14% |
Fire | +13% |
All | +5% |
Offense: Damage Penetration
Lightning | +5% |
Fire | +15% |
Acid | +9% |
Mind | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 21 (35.65183292883%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 20 |
Mental Save | 23 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 25%( 70%) |
Cold | + 70%( 70%) |
All | + 9%( 70%) |
Darkness | + 19%( 70%) |
Light | + 25%( 70%) |
Temporal | + 26%( 70%) |
Fire | + 49%( 70%) |
Lightning | + 39%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 197 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 273 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 54 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 Willpower stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
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 lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
Psionic focus | ![]() 3.0 Encumbrance T1 greatsword 1H weapon [Ego+] Arcane Weapon Damage 119% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 47 acid damage (1/turn) While equipped: offense ------ Damage +9% acid Ignore resists +9% acid Massive two-handed swords. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +9% lightning Ignore resists +5% mind defense ------ Resistance +15% lightning +9% cold other ------- 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 | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mindpower +5 (+3 eff.) Damage +3% temporal defense ------ Armor +3 Fatigue +5% Resistance +12% temporal +12% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% nature On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Resistance +6% acid +3% light +6% blight +6% fire +6% cold Spell save +3 (+1 eff.) A pair of boots made of leather. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% darkness Ignore resists +15% fire Ignore Armor +5 When Hit 8 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Resistance +6% fire While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: offense ------ Physical Power +8 (+4 eff.) Spellpower +7 (+4 eff.) Mindpower +8 (+4 eff.) Damage +5% all defense ------ Resistance +12% acid +13% fire +13% lightning +14% cold Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Spellpower +10 (+5 eff.) Spellpower/crit +2 Damage +3% blight On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Resistance +5% lightning +7% temporal other ------- Mana/turn +0.12 Max vim +10.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T1 mace 1H weapon [Ego+] Arcane Weapon Damage 108% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * Create an explosion dealing 47 lightning damage (1/turn) While equipped: offense ------ Damage +8% lightning Ignore resists +5% lightning Blunt and deadly. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 48.59 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
In off hand | ![]() 3.0 Encumbrance T2 mace 1H weapon [Ego+] Arcane/Psionic Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 47 damage Blunt and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% fire defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +9% fire +3% light +26% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Mindpower +5 (+3 eff.) Damage +12% blight defense ------ Armor +5 Defense +5 (+2 eff.) Resistance +12% blight +12% cold +9% all Physical save +35 (+14 eff.) Mind save +9 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Wil offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% darkness On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Defense +6 (+3 eff.) Resistance +5% arcane +6% temporal other ------- Light +3 See Invisibility +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 56.54 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +3 (+2 eff.) Damage +10% darkness defense ------ Physical save +5 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +15% darkness +9% acid Ignore resists +25% fire defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Damage +9% nature When Hit 4 nature 6 lightning defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +12% acid +6% physical +3% temporal +6% fire Physical save +11 (+6 eff.) A suit of armour made of leather. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Alnubaghels the Cornac Adventurer level 10
10th Flare 122nd year of Ascendancy at 07:26 see stats
By Alnubaghels the Cornac Adventurer level 10
1st Dusk 122nd year of Ascendancy at 18:03 see stats
By Alnubaghels the Cornac Adventurer level 10
18th Dusk 122nd year of Ascendancy at 01:10 see stats
Log
Talent Induce Anomaly is ready to use.
Talent Ghost Walk is ready to use.
Alnubaghels shares damage with his oozes!
Alnubaghels converts damage to paradox!
Alnubaghels receives 7 healing.
Poison from Emelariabeth the green mold hits Alnubaghels for (23 to psi shield), (18 dissipated), (6 converted), 15 nature (15 total damage).
Bleeding from Emelariabeth the green mold hits Alnubaghels for (23 to psi shield), (30 dissipated), (11 converted), 26 physical (26 total damage).
Emelariabeth the green mold releases poisonous spores at Alnubaghels.
Emelariabeth the green mold performs a melee critical strike against Alnubaghels!
Alnubaghels is crippled.
Emelariabeth the green mold's spell attains critical power!
Alnubaghels is covered in acid!
Alnubaghels shares damage with his oozes!
Alnubaghels converts damage to paradox!
Emelariabeth the green mold hits Alnubaghels for (23 to psi shield), (10 dissipated), (4 converted), 8 nature, (1 to psi shield), (1 dissipated), (0 converted), 1 nature, (1 dissipated), (0 converted), 1 darkness, (23 to psi shield), (15 dissipated), (4 converted), 8 nature (18 total damage).
Melee retaliation hits Emelariabeth the green mold for 9 darkness, 9 darkness (17 total damage).
Alnubaghels casts Ghost Walk.
Alnubaghels's form becomes intangible!
Bloated ooze's morale has been lowered.
Glorubeth the warg hits Bloated ooze for 48 physical damage.
Glorubeth the warg killed Bloated ooze!
Talent Spacetime Tuning is ready to use.
Alnubaghels shares damage with his oozes!
Alnubaghels converts damage to paradox!
Alnubaghels receives 7 healing.
Poison from Emelariabeth the green mold hits Alnubaghels for (23 to psi shield), (31 dissipated), (32 converted), 74 nature (74 total damage).
Acid Splash from Emelariabeth the green mold hits Alnubaghels for (1 to psi shield), (1 dissipated), (0 converted), 1 acid (1 total damage).
Bleeding from Emelariabeth the green mold hits Alnubaghels for (23 to psi shield), (31 dissipated), (79 converted), 183 physical (183 total damage).
Alnubaghels the level 14 cornac adventurer was stabbed to death by Emelariabeth the green mold on level 3 of Norgos Lair.