











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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 | Cornac |
Class | Rogue |
Level / Exp | 10 / 42% |
Size | medium |
Lifes / Deaths | Killed by Betykira the skeleton magus at level 10 on the 24th Dusk 122nd year of Ascendancy at 15:36 / 1 |
Primary Stats
Strength | 16 (base 11) |
Dexterity | 29 (base 28) |
Constitution | 13 (base 10) |
Magic | 12 (base 10) |
Willpower | 19 (base 10) |
Cunning | 36 (base 30) |
Resources
Life | -11/224 |
Stamina | 54/150 |
Healing Factor | 1.1283363011315 |
Regeneration | 5.5852646906011 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 32.617305437452 |
See Invisible | 41.617305437452 |
Offense: Mainhand
Damage | 36 |
Accuracy | 38 |
Crit Chance | 19% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 38 |
Crit Chance | 19% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Nature | +5% |
Mind | +6% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 8 (49.007671158813%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 10 |
Spell Save | 10 |
Mental Save | 22 |
Defense: Resistances
Physical | + 1%( 70%) |
All | 0%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 22%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Effects
Quests
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 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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.' | 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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Dex +1 Wil dps ---------- Spell.pwr +3 (+3 eff.) Dmg.mod +9% lightning ----- def ----- Armour +1 ---------- misc Light +2 Infravis +1 See.Invis +9 A pair of boots made of leather. |
Light source | ![]() 2.0 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. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +3 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +1% physical A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Resists +5% arcane ---------- misc Light +3 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 21 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% cold ----- def ----- Armour +4 Resists +22% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
In main hand | ![]() 1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
In off hand | ![]() 1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 137 damage for 3 turns. 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 spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets make your neck look great! |
![]() 3.0 T1 mace 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Mag +2 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +2 Blunt and deadly. |
![]() 4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 lightning While equipped: Stats +2 Dex dps ---------- Dmg.mod +8% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 13.0 - 15.6 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 +5 (+5 eff.) Dmg.mod +13% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil +1 Con ----- def ----- Defense +6 (+3 eff.) Resists +6% nature +3% darkness Phys.save +6 (+6 eff.) ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Melee Ret 4 lightning 6 nature 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +7% all Phys.save +17 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag +1 Con dps ---------- Res.pen +15% darkness ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness Crit.chn- 5.00% ---------- misc Stam/turn +0.40 Max.stam +10.00 See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +6% acid On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +5% temporal +6% acid ---------- misc Hate/m.crit +3.00 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +5 Dex dps ---------- Dmg.mod +9% physical Res.pen +10% physical Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +15% lightning A suit of armour made of leather. |
![]() 3.0 T1 arrow ammo [Ego] Nature/Master Power 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 14 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 98 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 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. |
![]() 0.0 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 52.29 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 52.29 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 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. |
![]() 3.0 T1 shot ammo [Ego] Master Power 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 15 Shots are used with slings to pummel your foes to death. |
![]() 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. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By SORRY_MY_BAD_KING the Cornac Rogue level 8
10th Flare 122nd year of Ascendancy at 20:09 see stats
By SORRY_MY_BAD_KING the Cornac Rogue level 10
23rd Dusk 122nd year of Ascendancy at 04:36 see stats
By SORRY_MY_BAD_KING the Cornac Rogue level 8
20th Dusk 122nd year of Ascendancy at 03:24 see stats
Log
SORRY_MY_BAD_KING is less vulnerable.
SORRY_MY_BAD_KING uses Evasion.
SORRY_MY_BAD_KING tries to evade attacks.
SORRY_MY_BAD_KING uses Infusion: Wild.
SORRY_MY_BAD_KING is not dazed anymore.
SORRY_MY_BAD_KING is cured!
SORRY_MY_BAD_KING lessens the pain.
Betykira the skeleton magus casts Blood Spray.
You feel a surge of power as a powerful creature falls nearby.
Betykira the skeleton magus hits Aralratha the skeleton warrior for 38 blight damage.
Betykira the skeleton magus hits SORRY_MY_BAD_KING for 41 blight damage.
SORRY_MY_BAD_KING is dazed!
You are unable to move!
You are unable to move!
You are unable to move!
Betykira the skeleton magus casts Manathrust.
SORRY_MY_BAD_KING is not dazed anymore.
Betykira the skeleton magus hits SORRY_MY_BAD_KING for 45 arcane damage.
Betykira the skeleton magus casts Flame.
SORRY_MY_BAD_KING is on fire!
Betykira the skeleton magus's Flame hits SORRY_MY_BAD_KING for 33 fire damage.
SORRY_MY_BAD_KING is dazed!
Burning from Betykira the skeleton magus hits SORRY_MY_BAD_KING for 11 fire damage.
Betykira the skeleton magus activates his ash vilestaff!
SORRY_MY_BAD_KING is not dazed anymore.
Betykira the skeleton magus hits SORRY_MY_BAD_KING for 40 light damage.
SORRY_MY_BAD_KING the level 10 cornac rogue was tanned to death by Betykira the skeleton magus on level 3 of Ruins of Kor'Pul.