










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 17 / 65% |
| Size | big |
| Lifes / Deaths | Killed by Rikel the halfling at level 17 on the 74th Regrowth 123rd year of Ascendancy at 13:33 / 1 |
Primary Stats
| Strength | 58 (base 41) |
| Dexterity | 14 (base 11) |
| Constitution | 43 (base 38) |
| Magic | 14 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -42/550 |
| Stamina | 29/158 |
| Healing Factor | 1.2397742564935 |
| Regeneration | 7.6463659671607 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +102.8% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 28.097534654637 |
| See Invisible | 31.097534654637 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 54 |
| Crit Chance | 3% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +13% |
| All | 0% |
Offense: Damage Penetration
| Fire | +14% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 10 |
| Physical Save | 30 |
| Spell Save | 25 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 15%( 70%) |
| Cold | + 15%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 15%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 13%( 70%) |
| Darkness | + 13%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
| Disarm Resistance | 42% |
| Stun Resistance | 0% |
| Poison Resistance | 10% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 312 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 546% 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 Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. * You've found the needed green worm. | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Ivywen (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str +2 Con ----- def ----- Armour +1 Resists +6% lightning +5% temporal ---------- misc Equi/ret +0.12 See.Invis +3 A pair of boots made of leather. |
| Light source | Zerydogar2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% acid +3% nature +3% darkness Confus- +20% ---------- misc Light +5 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 | bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% 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 154.8 Physical damage. If the attack hits, the target is confused (27% 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 | yew wand of shielding [power 272] (11/20 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | treant's steel ring of tenacity0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +7% nature +6% blight Max.HP +20.00 Poison- +10% Disease- +13% Disarm- +22% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
| On fingers | Korylach the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Crit.mult +10.00% Dmg.mod +3% physical ----- def ----- Defense +16 (+8 eff.) Resists +3% mind Rings make your fingers look great! |
| Around waist | rough leather belt 'Harygohell'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +5 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Spell.save +6 (+3 eff.) Mind.save +12 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | blazebringer's dwarven-steel greatmaul of rage (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Nature/Master Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +7 fire While equipped: Stats +2 Str dps ---------- All.spd +3% Dmg.mod +10% physical Res.pen +14% fire Acc +12 (+4 eff.) Massive two-handed mauls. |
| On hands | steady rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +17 (+5 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +20% 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. |
| Main armor | rejuvenating cured leather armour of the deep (6 def, 7 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Resists +5% acid +5% cold HP.reg +2.50 ---------- misc Stam/turn +1.00 Breathe water A suit of armour made of leather. |
| Cloak | Tulifast (1 def, 0 armour) =+4 Mag=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +4 Mag +2 Cun +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% acid Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
shielding rune of the titan (absorb 273; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 273 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Gloreyavea' =+2 Mag=0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag ----- def ----- Resists +12% acid +3% temporal Amulets make your neck look great! |
hateful dwarven-steel greatmaul of dampening (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Disrupt/Psionic Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +9 darkness Against +12% Living While equipped: ----- def ----- Resists +13% acid +13% lightning +10% cold +13% fire +5% all Spell.save +10 (+5 eff.) Massive two-handed mauls. |
arcing steel greatsword of massacre (34-54 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
spiritwalker's rough leather belt of the giants =+3 Mag=1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Mana/turn +0.12 Max.mana +20.00 Size +1 A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour) =+2 Mag=2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven woollen robe (0 def, 0 armour) =+5 Mag=2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +4 Wil dps ---------- Dmg.mod +7% lightning +7% physical +7% cold ----- def ----- Resists +6% lightning +5% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather gloves of magic (+3) (0 def, 1 armour) =+3 Mag=1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 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. |
steady iron gauntlets of magic (+2) (0 def, 1 armour) =+2 Mag=1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Ashwaker the iron helm (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +5% Resists +12% fire Spell.save +3 (+2 eff.) Max.HP +20.00 Confus- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% HP.reg +2.10 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
3 aquamarine0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Drovon the Starsquall (dig speed 24 turns) =pick=3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +3% lightning +12% light Res.pen +5% mind Apr +5 ----- def ----- Resists +9% light +6% lightning While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.6 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
elm totem of healing [power 110] (11/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Big Ben the Cornac Berserker level 12
61st Haze 122nd year of Ascendancy at 07:14 see stats
Level 10 (Roguelike)
Got a character to level 10.By Big Ben the Cornac Berserker level 10
15th Haze 122nd year of Ascendancy at 21:49 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Big Ben the Cornac Berserker level 12
35th Haze 122nd year of Ascendancy at 13:04 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Big Ben the Cornac Berserker level 13
69th Haze 122nd year of Ascendancy at 02:59 see stats
Log
Rafre the halfling hits Big Ben for 25 physical, 5 lightning, 24 physical (55 total damage).
Big Ben uses Death Dance.
Rafre the halfling evades Big Ben.
Rikel the halfling tries to evade attacks.
Rikel the halfling starts to bleed.
Big Ben hits Rikel the halfling for (32 to psi shield), 169 physical, 2 mind (171 total damage).
Rikel the halfling uses Telekinetic Smash.
Rikel the halfling misses Big Ben.
Rikel the halfling misses Big Ben.
Deep Wound from Rikel the halfling hits Big Ben for 39 physical damage.
Bleeding from Big Ben hits Rikel the halfling for (9 to psi shield), 14 physical (14 total damage).
Rikel the halfling's Beyond the Flesh hits Big Ben for 59 physical, 9 physical (68 total damage).
Big Ben uses Infusion: Wild.
Big Ben lessens the pain.
Big Ben deactivates Berserker Rage.
Big Ben's rage subsides!
Big Ben uses Warshout.
Rikel the halfling wanders around!
Rafre the halfling wanders around!
Rafre the halfling is confused and fails to use Attack.
Rikel the halfling performs a melee critical strike against Big Ben!
Rikel the halfling hits Big Ben for 68 physical, 7 physical (75 total damage).
Deep Wound from Rikel the halfling hits Big Ben for 30 physical damage.
Rikel the halfling's Beyond the Flesh performs a melee critical strike against Big Ben!
Big Ben is no longer being stalked by Rafre the halfling.
Bleeding from Big Ben hits Rikel the halfling for (9 to psi shield), 14 physical (14 total damage).
Rikel the halfling's Beyond the Flesh hits Big Ben for 86 physical damage.
Big Ben the level 17 cornac berserker was mauled to death by Rikel the halfling on level 1 of Ambush!.





























































