Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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 | Ogre |
Class | Writhing One |
Level / Exp | 18 / 53% |
Size | big |
Lifes / Deaths | Killed by Ryo's Inner Demon at level 18 on the 57th Dusk 122nd year of Ascendancy at 18:30 / 1 |
Primary Stats
Strength | 46 (base 39) |
Dexterity | 16 (base 10) |
Constitution | 18 (base 13) |
Magic | 55 (base 41) |
Willpower | 12 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | -207/587 |
Insanity | 22/100 |
Healing Factor | 1.0711363549267 |
Regeneration | 0.26778408873167 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 5 |
See Stealth | 21.855343200023 |
See Invisible | 33.855343200023 |
Offense: Mainhand
Damage | 101 |
Accuracy | 45 |
Crit Chance | 4% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +37% |
Lightning | +12% |
Light | +19% |
Temporal | +21% |
Blight | +12% |
Physical | +4% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +23% |
Acid | +5% |
Fire | +10% |
Mind | +25% |
Defense: Base
Armour (hardiness) | 26.36174050493 (81.898876157654%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 23 |
Physical Save | 28 |
Spell Save | 31 |
Mental Save | 14 |
Defense: Resistances
Lightning | + 27%( 73%) |
Acid | + 12%( 73%) |
Light | + 6%( 73%) |
Darkness | + 31%( 73%) |
Cold | + 3%( 73%) |
Physical | + 7%( 73%) |
Fire | + 6%( 73%) |
All | 0%( 73%) |
Defense: Immunities
Stun Resistance | 39% |
Confusion Resistance | 20% |
Disarm Resistance | 27% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 263 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 112 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. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 746% 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 Magic stat. |
Class Talents
Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Disfigured face | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 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 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 injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic 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 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. * 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed honey tree root. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 | Dourquick the pair of rough leather boots (20 def, 3 armour) Dourquick the pair of rough leather boots (20 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Defense +20 (+10 eff.) Resists +3% darkness Die.at -60.00 life ---------- misc Stam/turn +0.40 Max.stam +21.00 A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 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 | starseer's linen wizard hat of darkness (+16%) (1 def, 0 armour) starseer's linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +4% light +3% temporal +16% darkness +4% physical ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness A pointy cloth hat, very wizardly... |
Tool | supercharged elm totem of summon tentacle [power 130] (20/32 cooldown) supercharged elm totem of summon tentacle [power 130] (20/32 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 262 Base Damage: 136 Armor: 0 All Resist: 2 Puts all charms on 32 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Nightvenom Nightvenom0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +3% darkness ----- def ----- Resists +24% lightning +6% fire +12% darkness Rings make your fingers look great! |
On fingers | Blastblack Blastblack0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str dps ---------- Res.pen +10% fire ----- def ----- Resists +3% lightning Mind.save +5 (+5 eff.) Confus- +20% ---------- misc Light +1 Rings make your fingers look great! |
Around waist | rough leather belt 'Lightkin' rough leather belt 'Lightkin'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +6% darkness Res.pen +25% mind Melee Ret 2 light On Hit (Melee): * 10% chance to reduce all saves and defense by 9 ----- def ----- Max.HP +31.00 A belt that goes around your waist. |
In main hand | Blizzardpunish (58-86 power, 3 apr) Blizzardpunish (58-86 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 57.5 - 86.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +14 fire While equipped: Stats +2 Con dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +6% cold Res.pen +5% acid +23% physical Acc +16 (+5 eff.) Apr +7 ----- def ----- Resists +12% acid +3% cold Disarm- +27% Massive two-handed mauls. |
On hands | brawler's iron gauntlets of dexterity (+3) (0 def, 1 armour) brawler's iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +6 Dex +2 Cun dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 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. |
Main armor | Barydublek the iron plate armour (0 def, 7 armour) Barydublek the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +2 Cun +2 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +7 Fatigue +22% Max.HP +22.00 ---------- misc Infravis +1 See.Invis +3 A suit of armour made of metal plates. |
Cloak | Glorylle the Blindwolf (1 def, 0 armour) Glorylle the Blindwolf (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +2 Mag +4 Wil dps ---------- Dmg.mod +9% light ----- def ----- Defense +1 (+0 eff.) Resists +6% light Max.HP +34.00 ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Bearoddador Bearoddador0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +18% temporal ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +7% physical Res.Cap +3% all Phys.save +9 (+5 eff.) Blind- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.20 Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
Inventory
shielding rune of the warrior (absorb 447; dur 4; cd 17) shielding rune of the warrior (absorb 447; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 447 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
warrior's copper amulet of dexterity (+3) warrior's copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
mule's copper ring mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+6 eff.) Rings make your fingers look great! |
chilling steel battleaxe (21-32 power, 2 apr) chilling steel battleaxe (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 cold Massive two-handed battleaxes. |
balanced steel dagger of massacre (20-26 power, 6 apr) balanced steel dagger of massacre (20-26 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +24% Sharp, short and deadly. |
dwarven-steel dagger (22-29 power, 7 apr) dwarven-steel dagger (22-29 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Normal] Power 22.0 - 28.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
steel greatmaul 'Camarand' (28-42 power, 2 apr) steel greatmaul 'Camarand' (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 cold On Crit: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 While equipped: dps ---------- Res.pen +12% physical Acc +9 (+3 eff.) Apr +7 Melee Ret 2 blight ----- def ----- Spell.save +6 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +40.00 Massive two-handed mauls. |
balanced dwarven-steel greatsword of massacre (46-74 power, 2 apr) balanced dwarven-steel greatsword of massacre (46-74 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 46.5 - 74.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +34% Massive two-handed swords. |
balanced steel greatsword of massacre (29-46 power, 2 apr) balanced steel greatsword of massacre (29-46 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 29.0 - 46.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +35% Massive two-handed swords. |
balanced steel greatsword of paradox (22-36 power, 2 apr) balanced steel greatsword of paradox (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 22.5 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 temporal While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +13% temporal Disarm- +28% Massive two-handed swords. |
manaburning stralite greatsword of erosion (48-77 power, 3 apr) manaburning stralite greatsword of erosion (48-77 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Nature/Disrupt Power 48.0 - 76.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +7 nature On Hit: * 20 arcane resource burn Massive two-handed swords. |
steel greatsword of phasing (22-36 power, 9 apr) steel greatsword of phasing (22-36 power, 9 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 22.5 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +3.0% Atk.spd 100% Phasing +17% Massive two-handed swords. |
Sunstreaker the steel longsword (12-17 power, 3 apr) Sunstreaker the steel longsword (12-17 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Disrupt/Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 mind Against +8% Unnatural On Hit.r1 +12 mind While equipped: Stats +2 Wil dps ---------- Res.pen +7% physical +10% mind +7% all Acc +16 (+5 eff.) Apr +14 ---------- misc Light +2 Sharp, long, and deadly. |
flaming iron longsword of massacre (18-26 power, 2 apr) flaming iron longsword of massacre (18-26 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +5 fire Sharp, long, and deadly. |
hateful dwarven-steel longsword of erosion (22-30 power, 4 apr) hateful dwarven-steel longsword of erosion (22-30 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Nature/Psionic Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +5 nature +6 darkness Against +5% Living Sharp, long, and deadly. |
iron longsword (12-16 power, 2 apr) iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Tarrorim (12-16 power, 3 apr) Tarrorim (12-16 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Nature/Psionic Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 cold +5 nature +7 darkness Against +9% Living While equipped: dps ---------- Res.pen +15% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Blunt and deadly. |
blooming vined mindstar (5-6 power, 18 apr, mind damage) blooming vined mindstar (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) ----- def ----- Heal.mod +11% Heal/summ +12 ---------- misc 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. |
creative vined mindstar of life (4-4 power, 18 apr, mind damage) creative vined mindstar of life (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+4 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.60 ---------- misc 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. |
horrifying vined mindstar of clarity (6-6 power, 18 apr, nature damage) horrifying vined mindstar of clarity (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) Melee+ 4 mind 6 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Mind.save +4 (+4 eff.) ---------- misc Max.psi +16.00 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. |
vined mindstar (5-6 power, 18 apr, nature damage) vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) ---------- misc 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. |
wyrm's thorny mindstar (9-10 power, 24 apr, mind damage) wyrm's thorny mindstar (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+6 eff.) Melee+ 2 lightning 2 physical 5 fire 3 acid 2 cold ----- def ----- Resists +4% lightning +2% physical +2% cold +3% fire +4% acid ---------- misc 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. |
mighty hardened leather sling mighty hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
blighted ash vilestaff of might (15-18 power, 3 apr, darkness element) blighted ash vilestaff of might (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +9 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Resists +10% blight ---------- misc Vim/s.crit +1.00 Max.vim +14.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. It was hardened by the digestive sack. |
dwarven-steel waraxe 'Layina' (28-38 power, 4 apr) dwarven-steel waraxe 'Layina' (28-38 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +9 fire While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% arcane Acc +7 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +5% arcane Disarm- +37% ---------- misc Infravis +1 One-handed war axes. |
steel waraxe of massacre (17-24 power, 3 apr) steel waraxe of massacre (17-24 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Cureclamor the rough leather belt Cureclamor the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Res.pen +5% nature ----- def ----- Defense +10 (+5 eff.) Resists +6% lightning +6% temporal Phys.save +3 (+2 eff.) A belt that goes around your waist. |
insulating rough leather belt of transcendence insulating rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +2 (+2 eff.) ----- def ----- Resists +6% fire +6% cold Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Malifast (7 def, 0 armour) Malifast (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Resists +6% nature +3% temporal Phys.save +9 (+5 eff.) HP.reg +2.00 Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Olerim (2 def, 2 armour) Olerim (2 def, 2 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +1 (+0 eff.) Dmg.mod +12% physical ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue -4% Resists +12% fire Die.at -20.00 life Cut- +10% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (1 def, 0 armour) linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of protection (2 def, 3 armour) cashmere robe of protection (2 def, 3 armour)2.0 T3 cloth armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +11% all Phys.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +9% all Max.HP +53.00 HP.reg +1.50 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brenogrim the pair of iron boots (10 def, 3 armour) Brenogrim the pair of iron boots (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +4 Con dps ---------- Mind.crit +1% ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +2% Resists +6% fire ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +14.00 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 (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
dwarven-steel gauntlets of magic (+4) (0 def, 2 armour) dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +2 Fatigue +3% 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. |
Doursting the cashmere wizard hat (22 def, 8 armour) Doursting the cashmere wizard hat (22 def, 8 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +15% lightning Res.pen +10% darkness +15% nature ----- def ----- Armour +8 Defense +22 (+11 eff.) Resists +22% lightning A pointy cloth hat, very wizardly... |
Elonor the Cloudvortex (1 def, 0 armour) Elonor the Cloudvortex (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% darkness +3% lightning ----- def ----- Defense +1 (+0 eff.) Resists +21% darkness +6% temporal Crit.chn- 5.00% A pointy cloth hat, very wizardly... |
insulating iron helm (0 def, 3 armour) insulating iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of acid resistance (2 def, 4 armour) iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% acid A suit of armour made of mail. |
rejuvenating steel mail armour of lightning resistance (2 def, 6 armour) rejuvenating steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% lightning HP.reg +3.10 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
duelist's cured leather armour (9 def, 7 armour) duelist's cured leather armour (9 def, 7 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex ----- def ----- Armour +7 Defense +9 (+4 eff.) Fatigue +7% A suit of armour made of leather. |
Daymight (0 def, 7 armour) Daymight (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Armour +7 Fatigue +22% Max.HP +20.00 ---------- misc Light +3 A suit of armour made of metal plates. |
prismatic iron plate armour of lightning resistance (0 def, 7 armour) prismatic iron plate armour of lightning resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +15% lightning +12% light +11% darkness A suit of armour made of metal plates. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
310 alchemist agate 310 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
opal 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. |
topaz 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 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dream-smith's iron pickaxe (dig speed 19 turns) dream-smith's iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Ego+] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +6% mind +5% fire ----- def ----- Mind.save +6 (+6 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns) 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. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) 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 Chest 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. |
powerful steel torque of mindblast [power 150] (20/15 cooldown) powerful steel torque of mindblast [power 150] (20/15 cooldown)2.0 T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of gale force [power 210] (20/18 cooldown) supercharged steel torque of gale force [power 210] (20/18 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 218 physical damage Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
quick elm wand of conjuration [power 85] (20/12 cooldown) quick elm wand of conjuration [power 85] (20/12 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 85 acid damage Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ryo the Ogre Writhing One level 15
23rd Dusk 122nd year of Ascendancy at 02:54 see stats
By Ryo the Ogre Writhing One level 15
32nd Dusk 122nd year of Ascendancy at 15:48 see stats
By Ryo the Ogre Writhing One level 10
7th Mirth 122nd year of Ascendancy at 17:15 see stats
By Ryo the Ogre Writhing One level 18
57th Dusk 122nd year of Ascendancy at 18:28 see stats
By Ryo the Ogre Writhing One level 8
3rd Mirth 122nd year of Ascendancy at 18:13 see stats
By Ryo the Ogre Writhing One level 15
34th Dusk 122nd year of Ascendancy at 06:00 see stats
By Ryo the Ogre Writhing One level 15
18th Dusk 122nd year of Ascendancy at 11:25 see stats
Log
Ryo misses Ryo's Inner Demon.
Ryo is free from the tentacle constriction.
Melee retaliation hits Ryo for 2 light, 2 light (3 total damage).
Ryo hits Ryo's Inner Demon for 7 fire damage.
Ryo hits Ryo's Inner Demon for 7 healing, 86 darkness, 0 arcane, 14 healing, 166 physical (251 total damage) [21 healing].
Ryo killed Ryo's Inner Demon!
Ryo's Inner Demon casts Diseased Tongue.
Ryo is afflicted by a weakness disease!
You carry too much--you are encumbered!
Drop some of your items.
Ryo's Inner Demon hits Ryo for 64 darkness, 0 arcane (64 total damage).
Melee retaliation hits Ryo's Inner Demon for 2 light damage.
Ryo's Inner Demon is covered in black blood!
Melee retaliation hits Ryo for 1 light damage.
Ryo's defiled blood area effect hits Ryo's Inner Demon for 6 darkness, 0 arcane (6 total damage).
Ryo's Inner Demon's defiled blood area effect hits Ryo for 3 darkness, 0 arcane (3 total damage).
Ryo's Inner Demon casts Pustulent Fulmination.
Weakness Disease from Ryo's Inner Demon hits Ryo for 14 blight damage.
Dissolved Face from Ryo hits Ryo's Inner Demon for 2 healing, 24 darkness (24 total damage) [2 healing].
Dissolved Face from Ryo hits Ryo's Inner Demon for 2 healing, 24 darkness (24 total damage) [2 healing].
Ryo's Inner Demon receives 64 healing.
Ryo's Inner Demon hits Ryo for 4 healing, 42 darkness (42 total damage) [4 healing].
Dissolved Face from Ryo's Inner Demon hits Ryo for 1 healing, 13 darkness, 10 blight (23 total damage) [1 healing].
Ryo's Inner Demon casts Diseased Tongue.
Ryo is afflicted by a decrepitude disease!
Ryo's Inner Demon hits Ryo for 4 healing, 48 darkness (48 total damage) [4 healing].
Melee retaliation hits Ryo's Inner Demon for 2 light damage.
Ryo the level 18 ogre writhing one was darkened to death by a Ryo's Inner Demon on level 1 of Sandworm lair.
--------------------------------
You are no longer encumbered.