












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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.
Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.0Donators/Buyers bonus! EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 11 / 11% |
Size | small |
Lifes / Deaths | Killed by corrupted thief at level 11 on the 9th Mirth 122nd year of Ascendancy at 09:37 / 1 |
Primary Stats
Strength | 14 (base 13) |
Dexterity | 24.616979795859 (base 22) |
Constitution | 27 (base 24) |
Magic | 11 (base 10) |
Willpower | 16 (base 10) |
Cunning | 34 (base 23) |
Resources
Life | -42/360 |
Stamina | 64/135 |
Healing Factor | 1.1294416243655 |
Regeneration | 0.28236040609137 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Invisible | 3 |
Offense: Mainhand
Damage | 44 |
Accuracy | 44 |
Crit Chance | 14% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | 30 |
Accuracy | 44 |
Crit Chance | 18% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Nature | +5% |
Lightning | +9% |
Light | +12% |
All | 0% |
Offense: Damage Penetration
Light | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 8 (49.309173272933%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 10 |
Mental Save | 31 |
Defense: Resistances
Light | + 7%( 70%) |
All | + 4%( 70%) |
Physical | + 10%( 70%) |
Mind | + 10%( 70%) |
Nature | + 14%( 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: 17 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 132 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 48 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Constitution stat. |
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 64 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.41 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 4/5 |
Effects
talent | Apply Poison |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is infected by a disease, reducing its dexterity by 10 and doing 20.72 blight damage per turn. Decrepitude Disease |
beneficial effect | Parrying melee and ranged attacks: Has a 31% chance to deflect up to 13 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 47 - 66 Accuracy: 59 (knife) APR: 11 Crit Chance: +16% Crit mult: 164% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 15 defense. Evasion |
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by dire wolf. Escort: lost defiler (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden 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 Possessed. | 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 the fox. He has given you some notes on the ingredients: * '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 sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +9% lightning Acc +5 (+2 eff.) Melee Ret 2 physical ----- def ----- Armour +3 Phys.save +12 (+6 eff.) Mind.save +10 (+5 eff.) Die.at -40.00 life A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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 Dex +1 Mag dps ---------- Phys.crit +1.0% Crit.mult +5.00% Apr +4 ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 34.9 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% light ----- def ----- Resists +3% light ---------- misc Light +3 Infravis +1 Blast the opponent's mind dealing 50 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+4 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Masteries +0.11 Cunning/Trapping Amulets can have magical properties. |
In main hand | ![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
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 Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
In off hand | ![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 112% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% Phasing +20% On Hit.r1 +16 physical While equipped: Stats +1 Str ---------- misc Stam/turn +1.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% light Res.pen +5% light ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+3 eff.) ---------- misc Infravis +3 See.Invis +3 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 T2 light armor [Ego] Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% mind Mind.save +11 (+6 eff.) A suit of armour made of leather. |
Inventory
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 112% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Master Power 99% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +21% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 101% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 100% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit / acc Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+2 eff.) Phys.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. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Armour +6 Resists +11% cold A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Con dps ---------- Spell.pwr +4 (+3 eff.) ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire A cap made of leather. |
![]() 9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% blight +12% nature +15% acid A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% nature +10% blight A suit of armour made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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 [Normal] While equipped: Stats +1 Str 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. |
![]() 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) Phys.save +0 (+0 eff.) Spell.save +0 (+0 eff.) Mind.save +0 (+0 eff.) ---------- misc T.Disarm +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. |
![]() 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 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 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 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 Ranorth the Halfling Rogue level 10
6th Mirth 122nd year of Ascendancy at 19:01 see stats
By Ranorth the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 14:02 see stats
Log
Ranorth hits Corrupted thief for 42 mind damage.
Corrupted thief casts Blood Spray.
Ranorth is afflicted by a decrepitude disease!
Corrupted thief hits Ranorth for 58 blight damage.
Ranorth stops burning.
Decrepitude Disease from Corrupted thief hits Ranorth for 19 blight damage.
Ranorth activates a prepared device.
Placing Disarming Trap...
Corrupted thief casts Flame.
Ranorth deflects the projectile from Corrupted thief to the southeast!
Talent Pitfall Trap is ready to use.
Talent Flurry is ready to use.
Decrepitude Disease from Corrupted thief hits Ranorth for 19 blight damage.
Ranorth activates a prepared device.
Placing Pitfall Trap...
Corrupted thief casts Drain.
Corrupted thief hits Ranorth for 73 blight damage.
Ranorth stops regenerating health quickly.
Decrepitude Disease from Corrupted thief hits Ranorth for 19 blight damage.
Corrupted thief casts Soul Rot.
Corrupted thief's spell attains critical power!
Ranorth deflects the projectile from Corrupted thief to the southeast!
Decrepitude Disease from Corrupted thief hits Ranorth for 19 blight damage.
Ranorth deflects the projectile from Something to the west!
Ran for 2 turns (stop reason: taken damage).
Saving game...