











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! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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 | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Reaver |
| Level / Exp | 17 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Wrathroot at level 16 on the 17th Wealth 122nd year of Ascendancy at 14:20 / 2Killed by Ce'Nobeth the hornet swarm at level 17 on the 17th Wealth 122nd year of Ascendancy at 14:48 |
Primary Stats
| Strength | 32 (base 26) |
| Dexterity | 15 (base 17) |
| Constitution | 21 (base 13) |
| Magic | 44 (base 41) |
| Willpower | 13 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -23/542 |
| Mana | 181/211 |
| Vim | 198/241 |
| Healing Factor | 1.094804467222 |
| Regeneration | 2.4633100512496 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 31 |
| Crit Chance | 13% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 31 |
| Crit Chance | 2% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +8% |
| Darkness | +6% |
| Mind | +3% |
| Cold | +3% |
Offense: Damage Penetration
| Lightning | +5% |
| Cold | +5% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 31.317011280365 (72.903125182002%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 9 |
| Physical Save | 30 |
| Spell Save | 26 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 21%( 70%) |
| All | 0%( 70%) |
| Darkness | + 9%( 70%) |
| Temporal | + 3%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| 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) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 193 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | Frostswift the pair of iron boots (2 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% cold Ignore resists +5% lightning, +5% cold defense ------ Armor +3 Defense +2 (+1 eff.) Fatigue +2% Resistance +21% cold Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Firebright2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Ignore Armor +4 When Hit 11 fire defense ------ Defense +5 (+3 eff.) Resistance +1% physical, +12% fire Physical save +3 (+1 eff.) 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 | Galach the linen wizard hat (6 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats Con +5 offense ------ Physical Crit +1.0% Spell Crit +2% Spellpower +2 (+1 eff.) Ignore Armor +1 defense ------ Armor +2 Defense +6 (+3 eff.) Unlife -20.00 life other ------- Mana/turn +0.10 A pointy cloth hat, very wizardly... |
| Tool | soothing elm wand of shielding [power 110] (3/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On hands | Offalmarrow (10 def, 12 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Power +15 (+5 eff.) When Hit 2 nature defense ------ Armor +12 Defense +10 (+5 eff.) Resistance +3% darkness Spell save +6 (+3 eff.) Mind save +10 (+5 eff.) Life +57.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Glorilrarin1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+3 eff.) defense ------ Armor +2 Resistance +3% mind, +3% temporal Crit Resistance 15.00% Physical save +6 (+3 eff.) Mind save +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Main armor | searing iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego+] Arcane While equipped: offense ------ On-Hit 9 acid, 10 fire When Hit 9 acid, 9 fire defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% acid, +10% fire A suit of armour made of mail. |
| In off hand | Borehor the Barkslice (13-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 light Damage Against +6% Undead While equipped: offense ------ Damage +3% mind When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 11 defense ------ Resistance +3% nature, +3% mind Blunt and deadly. |
| Cloak | Obsidianflash the linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% darkness Ignore resists +10% darkness When Hit 2 darkness defense ------ Defense +7 (+4 eff.) Resistance +6% darkness, +27% fire Physical 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. |
| Around neck | restful copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats Str +2 defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
Inventory
resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Draregorach (5 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Wil +1 offense ------ On-Hit (Melee): * 10% chance to slow global speed by 36% defense ------ Armor +3 Defense +5 (+3 eff.) Fatigue -3% Resistance +4% physical Physical save +5 (+2 eff.) other ------- Encumbrance +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Beedar (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats Str +2, Wil +1 offense ------ Critical power +10.00% Physical Power +6 (+2 eff.) defense ------ Armor +1 other ------- Max mana +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Zeratir' (15 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats Cun +1, Wil +4 offense ------ Critical power +15.00% Mindpower +10 (+7 eff.) defense ------ Armor +2 Defense +15 (+8 eff.) Life Regen +4.00 other ------- Stamina/turn +0.60 Max stamina +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat of arcana (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats Mag +4, Wil +3 offense ------ Spellpower +3 (+1 eff.) defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
impenetrable iron mail armour of cold resistance (2 def, 9 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +9 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% cold A suit of armour made of mail. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1, Cun +1 Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1, Cun +1 Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +2 defense ------ Fatigue -4% 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 (+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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
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. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 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. |
3 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. |
4 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 (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By deeeezzzz the Dwarf Reaver level 14
37th Profit 122nd year of Ascendancy at 20:26 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By deeeezzzz the Dwarf Reaver level 10
2nd Profit 122nd year of Ascendancy at 11:51 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By deeeezzzz the Dwarf Reaver level 5
17th Voratun 122nd year of Ascendancy at 09:38 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By deeeezzzz the Dwarf Reaver level 12
5th Profit 122nd year of Ascendancy at 09:26 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By deeeezzzz the Dwarf Reaver level 16
17th Wealth 122nd year of Ascendancy at 14:20 see stats
Log
Ce'Nobeth the hornet swarm bites poison into deeeezzzz.
Deeeezzzz is poisoned!
Deeeezzzz is on fire!
Ce'Nobeth the hornet swarm hits deeeezzzz for (11 absorbed), 0 nature, (10 absorbed), 0 arcane, (9 absorbed), 0 fire, (3 absorbed), 0 cold (0 total damage).
Melee retaliation hits Ce'Nobeth the hornet swarm for (8 blocked), 0 acid, (4 blocked), 0 darkness, (17 blocked), 0 fire, (1 blocked), 0 nature (0 total damage).
Deeeezzzz casts Bone Spear.
The diseases of deeeezzzz spread!
Talent Virulent Disease is ready to use.
Talent Drain is ready to use.
Talent Bone Shield is ready to use.
deeeezzzz steals life from Polar bear!
Burning from Ce'Nobeth the hornet swarm hits deeeezzzz for (3 absorbed), 0 fire (0 total damage).
Poison from Ce'Nobeth the hornet swarm hits deeeezzzz for (11 absorbed), 0 nature (0 total damage).
deeeezzzz hits Ce'Nobeth the hornet swarm for (38 blocked), 45 physical (45 total damage).
deeeezzzz hits Polar bear for 15 blight, 44 blight, 9 acid, 8 fire, 40 blight, 6 light, 9 acid, 8 fire (139 total damage).
Your shield crumbles under the damage!
The shield around deeeezzzz crumbles.
Onilug's Channel Staff hits deeeezzzz for (51 absorbed), 11 blight (11 total damage).
Ce'Nobeth the hornet swarm uses To The Arms.
Deeeezzzz starts to bleed.
Deeeezzzz is suffering and fails to concentrate on dealing damage.
Ce'Nobeth the hornet swarm hits deeeezzzz for 88 physical, 9 fire, 3 cold (100 total damage).
Melee retaliation hits Ce'Nobeth the hornet swarm for 8 acid, 4 darkness, 17 fire, 1 nature (30 total damage).
Onilug casts Channel Staff.
Deeeezzzz instinctively hardens her skin and ignores the attack!
deeeezzzz repels an attack from Ce'Nobeth the hornet swarm.
Ce'Nobeth the hornet swarm hits deeeezzzz for 14 physical damage.
Melee retaliation hits Ce'Nobeth the hornet swarm for 5 acid, 3 darkness, 10 fire, 1 nature (18 total damage).
deeeezzzz the level 17 dwarf reaver was sliced to death by Ce'Nobeth the hornet swarm on level 4 of Old Forest.

































































