Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 17 / 56% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 17 on the 6th Regrowth 123rd year of Ascendancy at 12:19 / 1 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 32 (base 24) |
Constitution | 16 (base 10) |
Magic | 35 (base 24) |
Willpower | 24 (base 24) |
Cunning | 30 (base 28) |
Resources
Life | -90/453 |
Mana | 201/266 |
Stamina | 123/123 |
Positive | 9/98 |
Healing Factor | 0.44838709677419 |
Regeneration | 0.73983870967742 |
Speed
Mental | +3.0165363095713% |
Attack | 0% |
Movement | 0% |
Spell | +3.0165363095713% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 27.712164534463 |
See Invisible | 27.712164534463 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 42 |
Accuracy | 40 |
Crit Chance | 17% |
APR | 7 |
Speed | 0.97 |
Offense: Offhand
Damage | 23 |
Accuracy | 40 |
Crit Chance | 17% |
APR | 7 |
Speed | 0.97 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 7% |
Speed | 0.97071794085072 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Physical | +18% |
Acid | +9% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Mind | +10% |
Lightning | +25% |
Defense: Base
Armour (hardiness) | 9 (56.01246105919%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 24 |
Mental Save | 24 |
Defense: Resistances
Acid | + 42%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 18%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | -17%( 70%) |
Temporal | + 22%( 70%) |
Fire | + 15%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Disarm Resistance | 32% |
Pinning Resistance | 29% |
Instadeath Resistance | 100% |
Knockback Resistance | 32% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 236 damage for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 313 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 437% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Technique / Duelist | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.57 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Effects
talent | Shadow Feed |
talent | Shadow Combat |
detrimental effect | The target is infected by a disease, doing 38.53 blight damage per turn and reducing healing received by 80%. EpidemicEach non-disease blight damage done to it will spread the disease. |
beneficial effect | The time distortion has created a restoration field, healing the target for 32 each turn. Temporal Restoration Field |
detrimental effect | Huge cut that bleeds, doing 12.65 physical damage per turn. Bleeding |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Parrying melee and ranged attacks: Has a 7% chance to deflect up to 11 damage from the next 1.0 attack(s). Parried attacks cannot crit. Parrying |
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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+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 have explored the Old Forest and vanquished Wrathroot. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * You've found the needed length of troll intestine. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed electric eel tail. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 within20 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Delaleg the pair of rough leather boots (0 def, 1 armour) Delaleg the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 acid Changes resistances: +6% lightning / +6% temporal / +12% acid Changes resistances penetration: +5% acid A pair of boots made of leather. |
Light source | Aeressra AeressraInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +3% mind / +5% arcane Reduces incoming crit damage: 5.00% Mental save: +10 (+5 eff.) Maximum life: +40.00 Mental crit. chance: +3% Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | werebeast's rough leather cap of dexterity (+2) (0 def, 1 armour) werebeast's rough leather cap of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +4 Dex / +2 Cun / +2 Con Changes resistances: -17% light Life regen: +1.40 A cap made of leather. |
On hands | Squalorquarry (0 def, 1 armour) Squalorquarry (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Damage when hit (Melee): 16 nature Changes resistances: +3% nature / +6% fire Changes damage: +4% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | tentacled elm totem of thorny skin [power 15] (18 cooldown) tentacled elm totem of thorny skin [power 15] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | wizard's steel ring of blinding strikes wizard's steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to blind Damage (Melee): 27 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 24 light Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings can have magical properties. |
On fingers | Magmapiety the gold ring Magmapiety the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% mind Changes resistances penetration: +10% mind Changes damage: +6% fire Disarm immunity: +32% Pinning immunity: +29% Knockback immunity: +32% Maximum life: +32.00 Rings can have magical properties. |
Around neck | Zanidor the gold amulet Zanidor the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str Changes damage: +9% acid Talent mastery: +0.27 Cunning / Lethality Stamina each turn: +1.00 Healing mod.: +20% Amulets can have magical properties. |
In main hand | arcing dwarven-steel dagger of massacre (24.5-31.85 power, 7 apr) arcing dwarven-steel dagger of massacre (24.5-31.85 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.5 - 31.9 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning Sharp, short and deadly. |
Around waist | hardened leather belt 'Ereludurin' hardened leather belt 'Ereludurin'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +2 (+1 eff.) Changes stats: +1 Con Changes damage: +18% physical Physical save: +7 (+4 eff.) Spell save: +3 (+2 eff.) Only die when reaching: -60.00 life Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
In off hand | Lightningnigh (16.5-21.45 power, 7 apr) Lightningnigh (16.5-21.45 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +20 insidious poison When wielded/worn: Changes stats: +1 Str / +4 Mag / +3 Con Changes resistances penetration: +25% lightning Grants telepathy: Humanoid/Orc Sharp, short and deadly. |
Cloak | cashmere cloak 'Torchgrind' (2 def, 0 armour) cashmere cloak 'Torchgrind' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +30% acid / +9% fire Maximum life: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | marauder's rough leather armour of temporal resistance (3 def, 2 armour) marauder's rough leather armour of temporal resistance (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Str / +4 Dex Changes resistances: +16% temporal Physical save: +6 (+3 eff.) A suit of armour made of leather. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Focus Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
teleportation rune of the wizard (range 67) teleportation rune of the wizard (range 67)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
thunderous dwarven-steel dagger of corruption (17.5-22.75 power, 7 apr) thunderous dwarven-steel dagger of corruption (17.5-22.75 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 11% chance to inflict 15% damage reduction * 12% chance to daze at end of turn * 20% chance to curse the target When wielded/worn: Changes stats: +1 Str / +2 Dex / +1 Mag / +3 Wil / +1 Cun / +2 Con Changes resistances penetration: +6% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hardened leather belt of the giantshardened leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Spell save: +8 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Blazeknave [power 85] (9 cooldown) Blazeknave [power 85] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +24% lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning It can be used to fire a bolt of a random element with (base) damage 42 to 85, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By radingdong the Cornac Shadowblade level 8
1st Dusk 122nd year of Ascendancy at 23:31 see stats
By radingdong the Cornac Shadowblade level 10
15th Dusk 122nd year of Ascendancy at 03:11 see stats
By radingdong the Cornac Shadowblade level 12
28th Dusk 122nd year of Ascendancy at 10:32 see stats
By radingdong the Cornac Shadowblade level 12
53rd Dusk 122nd year of Ascendancy at 00:29 see stats
By radingdong the Cornac Shadowblade level 13
3rd Haze 122nd year of Ascendancy at 19:30 see stats
Log
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 2 healing (0 total damage) [2 healing].
Epidemic from Worm that walks hits Radingdong's summoned tentacle for 23 blight damage.
Radingdong's summoned tentacle hits Carrion worm mass for 25 physical damage.
Epidemic from Worm that walks hits radingdong for 46 blight damage.
Bleeding from Worm that walks hits radingdong for 13 physical damage.
radingdong receives 14 healing from Temporal Restoration Field.
Worm that walks uses Blindside.
The diseases of worm that walks spread!
Carrion worm mass resists the disease!
Worm that walks drains life from radingdong!
Radingdong resists the mind attack!
Worm that walks drains life from radingdong!
Devourer performs a melee critical strike against Radingdong's summoned tentacle!
Devourer revels in the spilt blood and grows stronger!
Worm that walks hits radingdong for 87 physical, 10 lightning, 17 blight, 62 physical, 4 mind, 17 blight (198 total damage).
Worm that walks hits Radingdong's summoned tentacle for 27 lightning damage.
radingdong hits Worm that walks for 7 healing, 1 acid, 16 nature, 7 healing, 1 acid, 16 nature (34 total damage) [15 healing].
Devourer hits Radingdong's summoned tentacle for 38 physical damage.
Carrion worm mass's wormblight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's wormblight area effect hits radingdong for 3 blight damage.
Carrion worm mass's wormblight area effect hits Devourer for 3 blight damage.
Carrion worm mass's wormblight area effect hits Radingdong's summoned tentacle for 2 blight damage.
Carrion worm mass's wormblight area effect hits Devourer for 3 blight damage.
Radingdong's summoned tentacle starts to bleed.
Devourer goes into a killing frenzy.
Devourer goes into a killing frenzy.
Something hits Radingdong's summoned tentacle for 23 physical damage.
As Radingdong's summoned tentacle falls you notice that radingdong seems to shudder in pain!
Saving game...