
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 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:
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 Adventure |
Sex | Male |
Race | Dwarf |
Class | Sawbutcher |
Level / Exp | 11 / 25% |
Size | medium |
Lifes / Deaths | Killed by Xeryyara the netherworm mass at level 11 on the 10th Profit 122nd year of Ascendancy at 08:16 3 / 2Killed by Karsa Orlong at level 11 on the 10th Profit 122nd year of Ascendancy at 08:21 |
Primary Stats
Strength | 50 (base 36) |
Dexterity | 15 (base 10) |
Constitution | 20 (base 11) |
Magic | 8 (base 10) |
Willpower | 15 (base 10) |
Cunning | 25 (base 25) |
Resources
Life | 383/383 |
Steam | 100/100 |
Healing Factor | 1.137483142788 |
Regeneration | 8.6420000136253 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 53 |
Accuracy | 36 |
Crit Chance | 6% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 36 |
Crit Chance | 6% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Mind | +9% |
Physical | +3% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Defense: Base
Armour (hardiness) | 21.335093952971 (47.857809501309%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 26 |
Physical Save | 22 |
Spell Save | 11 |
Mental Save | 20 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 6%( 70%) |
Physical | + 3%( 70%) |
Cold | + 8%( 70%) |
All | 0%( 70%) |
Lightning | + 9%( 70%) |
Light | + 12%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 10%( 70%) |
Fire | + 25%( 70%) |
Mind | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
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 |
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 |
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 |
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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% ----- def ----- Armour +1 Resists +6% fire +5% cold Mind.save +6 (+3 eff.) ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +15 (+8 eff.) Dmg.mod +9% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ---------- 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 | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% physical Acc +10 (+4 eff.) Melee Ret 4 fire ----- def ----- Armour +3 Fatigue +5% Resists +3% fire ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (125 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Resists +6% blight +6% temporal +3% mind Spell.save +3 (+3 eff.) HP.reg +4.00 Confus- +10% ---------- misc Equi/ret +0.04 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ![]() 3.0 T1 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 101% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +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. |
In off hand | ![]() 3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 102% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +7 Melee+ +4 nature Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Str +2 Dex +2 Wil dps ---------- S.pwr/crit +2 Res.pen +20% physical Melee Ret 2 fire ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% Resists +11% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +6% cold On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning +3% cold Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +15% acid +12% light +10% darkness A suit of armour made of mail. |
Inventory
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +4.0% Atk.spd 100% Phasing +10% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Nature Power 118% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature +16 lightning While equipped: dps ---------- Dmg.mod +6% darkness +3% fire ----- def ----- Resists +9% fire Massive two-handed swords. |
![]() 3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 101% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% fire +6% cold Phys.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% cold ----- def ----- Resists +3% acid HP.reg +0.80 Heal.mod +10% ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Resists +18% lightning +6% temporal +3% nature Cut- +20% Silence- +10% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +2% Res.pen +5% arcane +5% acid ----- def ----- Defense +1 (+1 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +3 Fatigue +2% Resists +6% acid +3% fire +3% darkness HP.reg +2.00 Heal.mod +11% Disarm- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal +3% mind ---------- misc Max.psi +20.00 A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +3% acid +3% cold Res.pen +15% acid ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% temporal +6% cold +3% acid A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +9% light +3% physical Apr +1 ----- def ----- Resists +3% all Spell.save +6 (+6 eff.) ---------- misc Stam/turn +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 118] simple healing salve [power 118]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 118 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Karsa Orlong the Dwarf Sawbutcher level 9
2nd Profit 122nd year of Ascendancy at 15:20 see stats
By Karsa Orlong the Dwarf Sawbutcher level 10
7th Profit 122nd year of Ascendancy at 18:18 see stats
By Karsa Orlong the Dwarf Sawbutcher level 6
19th Voratun 122nd year of Ascendancy at 02:29 see stats
By Karsa Orlong the Dwarf Sawbutcher level 9
31st Voratun 122nd year of Ascendancy at 13:46 see stats
By Karsa Orlong the Dwarf Sawbutcher level 11
10th Profit 122nd year of Ascendancy at 08:21 see stats
Log
You are unable to move!
Karsa Orlong uses Bloodstream.
Karsa Orlong deactivates Rocket Boots.
Karsa Orlong hits Xeryyara the netherworm mass for 38 physical, 10 physical, 2 nature, 32 physical (82 total damage).
Bleeding from Karsa Orlong hits Xeryyara the netherworm mass for 7 physical damage.
You are unable to move!
Karsa Orlong hits Xeryyara the netherworm mass for 30 physical, 15 physical, 2 nature (48 total damage).
Xeryyara the netherworm mass casts Soul Rot.
Karsa Orlong is not dazed anymore.
Xeryyara the netherworm mass leeches life from Karsa Orlong!
Xeryyara the netherworm mass's Soul Rot hits Karsa Orlong for 55 blight damage.
Xeryyara the netherworm mass receives 79 healing from Karsa Orlong.
Xeryyara the netherworm mass is suffering less.
Bleeding from Karsa Orlong hits Xeryyara the netherworm mass for 23 physical damage.
Xeryyara the netherworm mass casts Drain.
Xeryyara the netherworm mass leeches life from Karsa Orlong!
Xeryyara the netherworm mass hits Karsa Orlong for 96 blight damage.
Xeryyara the netherworm mass receives 50 healing from Karsa Orlong.
Karsa Orlong the level 11 dwarf sawbutcher was infected to death by Xeryyara the netherworm mass on level 3 of Trollmire.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Xeryyara the netherworm mass killed Karsa Orlong!
Saving game...
Saving done.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!