











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Shadowblade |
| Level / Exp | 18 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Bethossra the sick cave bear at level 18 on the 41st Regrowth 123rd year of Ascendancy at 11:44 / 1 |
Primary Stats
| Strength | 11 (base 12) |
| Dexterity | 44 (base 30) |
| Constitution | 11 (base 10) |
| Magic | 28 (base 25) |
| Willpower | 12 (base 10) |
| Cunning | 36 (base 36) |
Resources
| Life | -244/488 |
| Mana | 88/212 |
| Stamina | 18/156 |
| Healing Factor | 1.1197162075846 |
| Regeneration | 6.9982262974037 |
Speed
| Mental | +3.619327060278E-12% |
| Attack | 0% |
| Movement | 0% |
| Spell | +3.619327060278E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 34.894014938291 |
| See Invisible | 33.894014938291 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 43 |
| Crit Chance | 16% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 43 |
| Crit Chance | 17% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 9% |
| Speed | 0.99999999999996 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Blight | +3% |
| Arcane | +3% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +5% |
| Arcane | +5% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 9 (35.65183292883%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 7 |
| Spell Save | 21 |
| Mental Save | 19 |
Defense: Resistances
| Darkness | + 21%( 70%) |
| Nature | + 10%( 70%) |
| Fire | + 25%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 16%( 70%) |
| Mind | + 17%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Teleport Resistance | 30% |
| Disarm Resistance | 26% |
| Silence Resistance | 20% |
| Confusion Resistance | 20% |
| Knockback Resistance | 20% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 508% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Porulenne the forest troll. Escort: worried loremaster (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 |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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 snow giant kidney. * You've found the needed black mamba head. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | Ravenwinter (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +9% darkness defense ------ Armor +1 Resistance +9% darkness Spell save +3 (+2 eff.) Life +20.00 Life Regen +2.00 Healmod +11% Teleport Resist +20% A pair of boots made of leather. |
| Light source | brass lantern 'Frozenpiety'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +5% cold defense ------ Armor +4 Defense +5 (+1 eff.) Resistance +3% nature Unlife -60.00 life Life +42.00 Life Regen +4.00 other ------- 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 | Eilinerin the Duathelbrand (5 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ When Hit 4 darkness 4 arcane defense ------ Armor +1 Defense +5 (+1 eff.) Fatigue +1% Resistance +3% blight Unlife -40.00 life A cap made of leather. |
| On hands | Zerodehor (5 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 5 blight Damage +3% blight Ignore resists +5% temporal defense ------ Armor +1 Defense +5 (+1 eff.) Resistance +6% blight +3% fire +5% arcane Life +80.00 Unarmed combat: Weapon Damage 8.5 - 9.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 blight On Hit: 20% Soul Rot 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Glorarerin [power 182] (2/17 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +3% arcane Ignore resists +5% arcane When Hit 4 temporal defense ------ Resistance +5% arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 10% 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 | marksman's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Blind Resist +21% other ------- Infravision +4 See Stealth +6 See Invis +5 Rings make your fingers look great! |
| On fingers | marksman's copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
| Around neck | clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
| In main hand | Skyburst the iron dagger (17-22 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +12 lightning While equipped: Stats +1 Str offense ------ Critical power +10.00% When Hit 4 lightning Sharp, short and deadly. |
| Around waist | blurring rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Defense +8 (+2 eff.) Fatigue -5% Stealth +6 other ------- Encumbrance +20 A belt that goes around your waist. |
| In off hand | balanced steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +26% Sharp, short and deadly. |
| Cloak | Adara the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Dex defense ------ Defense +1 (+0 eff.) Resistance +6% darkness Mind save +3 (+2 eff.) Unlife -20.00 life Life +35.00 Pinning Resist +10% Teleport Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Yvithra (0 def, 2 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +11% fire defense ------ Armor +2 Resistance +16% fire +7% all Spell save +6 (+3 eff.) Unlife -40.00 life Knockbk Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 158; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 158 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 189; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 189 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ce'Navena the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil +6 Con defense ------ Resistance +3% mind Crit Resistance 10.00% Physical save +6 (+6 eff.) other ------- See Invis +9 Rings make your fingers look great! |
rogue's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Blind Resist +21% other ------- Infravision +4 See Stealth +6 See Invis +6 Rings make your fingers look great! |
Dagidufang the Shadesever (27-35 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Disrupt/Master Weapon Damage 27.0 - 35.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Damage Against +27% Unnatural On Hit: * 20% chance to reduce damage dealt by 13% While equipped: Stats +6 Wil offense ------ Damage +3% darkness defense ------ Resistance +3% darkness Sharp, short and deadly. |
arcing iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 45 damage Sharp, short and deadly. |
arcing steel dagger of massacre (18-23 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 45 damage Sharp, short and deadly. |
balanced steel dagger (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +25% Sharp, short and deadly. |
Tirakai's Maul (32-42 power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Corpathus (40-56 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 40 [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Layumitira the mossy mindstar (3-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-hit +4 acid While equipped: Stats +3 Cun offense ------ Spell Crit +3% Mind Crit +1% Critical power +7.00% Mindpower +2 (+1 eff.) other ------- Vim-on-crit +1.00 Max mana +40.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gleamvengeance1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Power +3 (+2 eff.) Damage +6% light +9% fire Accuracy +10 (+3 eff.) defense ------ Spell save +6 (+3 eff.) other ------- Light +3 Size +1 A belt that goes around your waist. |
Gloomquarry the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Resistance +6% darkness +5% arcane Resist Against +16% Summoned Physical save +3 (+3 eff.) Knockbk Resist +10% A belt that goes around your waist. |
Sootblur the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Ignore resists +10% darkness +5% physical Accuracy +30 (+10 eff.) defense ------ Defense +5 (+1 eff.) Resistance +3% lightning Physical save +6 (+6 eff.) A belt that goes around your waist. |
rough leather belt 'Nimbusmire'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +15% lightning Ignore resists +10% lightning When Hit 4 cold On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 16 defense ------ Resistance +6% lightning +5% light +6% darkness A belt that goes around your waist. |
rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life +33.00 A belt that goes around your waist. |
Ivyvea (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Mag +1 Cun +3 Con offense ------ Ignore resists +10% acid defense ------ Defense +6 (+2 eff.) Physical save +6 (+6 eff.) other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe of lightning (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +10% lightning defense ------ Resistance +15% lightning +7% all Mind save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belolerak (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) Ignore Armor +4 When Hit 6 temporal defense ------ Armor +3 Fatigue +2% Crit Resistance 5.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glitternaught (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +3 Mag +1 Wil +1 Con defense ------ Armor +1 Resistance +7% lightning +6% temporal +3% light A pair of boots made of leather. |
Islolramina (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Str +7 Wil +4 Cun defense ------ Armor +3 Fatigue +2% Crit Resistance 15.00% Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Issiran (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Armor +1 Resistance +12% lightning +5% arcane Physical save +6 (+6 eff.) Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
Rainoath (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +8 (+4 eff.) Ignore Armor +5 When Hit 4 darkness 4 cold defense ------ Armor +3 Fatigue +2% Resistance +12% cold other ------- Stamina/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Elemina' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Resistance +15% fire +5% arcane +3% temporal Crit Resistance 5.00% Life Regen +4.00 Knockbk Resist +10% other ------- Infravision +1 A pair of boots made of leather. |
pair of rough leather boots 'Isybeth' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Resistance +3% acid +3% darkness +9% lightning Healmod +5% Disease Resist +20% other ------- Infravision +2 A pair of boots made of leather. |
pair of rough leather boots 'Skypower' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% lightning Ignore resists +5% mind defense ------ Armor +1 Resistance +9% lightning +6% fire +3% temporal Spell save +12 (+6 eff.) Life Regen +3.00 Healmod +11% A pair of boots made of leather. |
pair of rough leather boots 'Splendourviper' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Armor +1 Resistance +5% lightning +6% temporal other ------- Light +3 A pair of boots made of leather. |
pair of rough leather boots of phasing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown A pair of boots made of leather. |
Mayylema the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +6 Con offense ------ Physical Power +8 (+4 eff.) On-Hit 6 darkness 6 mind Damage +5% darkness +5% mind defense ------ Armor +2 Fatigue +3% Resistance +6% darkness +6% mind other ------- Light +1 Unarmed combat: Weapon Damage 26.5 - 37.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 mind On Hit: 20% Moonlight Ray 3 On Hit: 20% Psychic Lobotomy 3 On Hit: * 5% chance to reduce damage dealt by 13% Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Startyphoon the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ Spellpower +4 (+2 eff.) On-Hit 6 arcane Damage +3% blight +4% arcane +9% light When Hit 2 light 8 blight defense ------ Armor +1 Resistance +9% arcane other ------- Light +3 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +6 arcane On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +2 Cun defense ------ Armor +1 Fatigue +1% Physical save +6 (+6 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +3 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% On Hit: 10% Set Up 1 Metal gloves protecting the hands up to the middle of the lower arm. |
restful rough leather gloves of strength (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.70 Max stamina +10.00 Unarmed combat: Weapon Damage 11.5 - 12.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Hurodurach' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Str +3 Dex offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+3 eff.) Accuracy +5 (+2 eff.) defense ------ Armor +1 Physical save +6 (+6 eff.) Mind save +6 (+3 eff.) Disarm Resist +24% Unarmed combat: Weapon Damage 9.0 - 9.9 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brandvenom the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+5 eff.) Damage +3% fire +11% physical Accuracy +10 (+3 eff.) Ignore Armor +2 defense ------ Defense +1 (+0 eff.) Resistance +11% physical other ------- Stamina/turn +1.00 A pointy cloth hat, very wizardly... |
Neroba the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex +2 Con offense ------ Damage +18% physical defense ------ Armor +1 Fatigue +1% Resistance +5% arcane +6% cold other ------- Breathe water A cap made of leather. |
Oakpower the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning +9% fire +6% nature Ignore resists +20% acid +5% nature defense ------ Defense +1 (+0 eff.) Resistance +16% lightning +6% fire A pointy cloth hat, very wizardly... |
grounding iron helm of the depths (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +7% cold +6% temporal other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Gloryda' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Wil defense ------ Armor +1 Fatigue +1% Resistance +9% temporal Pinning Resist +10% other ------- Light +2 A cap made of leather. |
rough leather cap 'Turuleg' (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn * 20% chance to reduce all saves and defense by 15 defense ------ Armor +3 Fatigue +1% Resistance +9% lightning +5% arcane +3% mind other ------- Infravision +1 A cap made of leather. |
rough leather cap 'Yvakira' (5 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con offense ------ Physical Crit +5.0% Ignore resists +20% physical defense ------ Armor +3 Defense +5 (+1 eff.) Fatigue +1% Resistance +3% nature Confus Resist +10% other ------- Infravision +2 A cap made of leather. |
shielding linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +3 Mag defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
reinforced leather armour of cold resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Ego] Master While equipped: defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +16% cold A suit of armour made of leather. |
3 agate0.0 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. |
211 alchemist agate0.0 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. |
Stormenvy the iron pickaxe (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex offense ------ Physical Power +5 (+3 eff.) Move Speed +10% Damage +18% lightning Ignore resists +5% lightning defense ------ Resistance +15% lightning While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Seardash the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) Ignore resists +20% light When Hit 11 fire defense ------ Resistance +9% fire Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Transmogrification Chest2.0 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. |
overpowered elm totem of stinging [power 164] (2/17 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 164 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
4 ametrine0.0 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. |
4 citrine0.0 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. |
7 zircon0.0 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Meionin the Doomelf Shadowblade level 16
15th Regrowth 123rd year of Ascendancy at 09:47 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Meionin the Doomelf Shadowblade level 6
79th Pyre 122nd year of Ascendancy at 06:24 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Meionin the Doomelf Shadowblade level 10
5th Dusk 122nd year of Ascendancy at 07:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Meionin the Doomelf Shadowblade level 10
9th Dusk 122nd year of Ascendancy at 09:21 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Meionin the Doomelf Shadowblade level 10
7th Dusk 122nd year of Ascendancy at 22:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Meionin the Doomelf Shadowblade level 15
11st Regrowth 123rd year of Ascendancy at 08:57 see stats
Log
Talent Shadowstep is ready to use.
Rotting Disease from Shadow hits Meionin for (7 to time), 0 blight (0 total damage).
Meionin hits Bethossra the sick cave bear for 44 physical, 11 lightning, 5 blight, 22 darkness, 23 physical, 5 blight, 22 darkness (131 total damage).
Bethossra the sick cave bear uses Dual Strike.
Meionin is stunned!
Your time shield crumbles under the damage!
The fabric of time around Meionin stabilizes to normal.
The powerful time-altering energies generate a restoration field on Meionin.
The dark tendrils dissipate.
Bethossra the sick cave bear hits Meionin for (15 parried), (71 to time), 0 physical, (104 to time), (22 absorbed), 0 physical, (4 absorbed), 0 darkness (0 total damage).
Melee retaliation hits Bethossra the sick cave bear for 4 lightning, 4 temporal, 4 darkness, 4 arcane, 2 lightning, 2 temporal, 2 darkness, 2 arcane (22 total damage).
Bethossra the sick cave bear uses Stun.
Bethossra the sick cave bear misses Meionin.
Bethossra the sick cave bear hits Meionin for (57 absorbed), 0 physical (0 total damage).
Melee retaliation hits Bethossra the sick cave bear for 2 lightning, 2 temporal, 2 darkness, 2 arcane (7 total damage).
Meionin is free from the rotting disease.
Meionin receives 16 healing from Temporal Restoration Field.
Emamibeth the gloomy dire wolf's creeping dark hits Xanubrenn the gloomy white wolf for 6 darkness damage.
Meionin hits Bethossra the sick cave bear for 17 physical, 5 lightning, 2 blight, 9 darkness, 10 physical, 2 blight, 9 darkness (55 total damage).
Xanubrenn the gloomy white wolf uses Reproach.
Your shield crumbles under the damage!
The shield around Meionin crumbles.
Xanubrenn the gloomy white wolf hits Meionin for (16 absorbed), 27 mind (27 total damage).
Bethossra the sick cave bear uses Knockback.
Meionin is afflicted by a decrepitude disease!
Bethossra the sick cave bear hits Meionin for 240 physical, 4 darkness, (15 parried), 115 physical (359 total damage).
Melee retaliation hits Bethossra the sick cave bear for 2 lightning, 2 temporal, 2 darkness, 2 arcane, 2 lightning, 2 temporal, 2 darkness, 2 arcane (13 total damage).
Meionin the level 18 doomelf shadowblade was raked to death by Bethossra the sick cave bear on level 3 of Heart of the Gloom.

































































































