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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
OldRPG Redeemed - Music Mod - 2 of 3 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
OldRPG Redeemed - Music Mod - 1 of 3 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
OldRPG Redeemed - Music Mod - 3 of 3 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
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:
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:
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 | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 20 / 64% |
| Size | big |
| Lifes / Deaths | Killed by Emumira the ritch larva at level 20 on the 5th Revenge 124th year of Ascendancy at 22:02 / 1 |
Primary Stats
| Strength | 80 (base 46) |
| Dexterity | 14 (base 10) |
| Constitution | 47 (base 24) |
| Magic | 9 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 35 (base 26) |
Resources
| Life | -230/624 |
| Steam | 90/100 |
| Healing Factor | 1.2623364354647 |
| Regeneration | 2.8402569797957 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 119 |
| Accuracy | 38 |
| Crit Chance | 16% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 49 |
| Accuracy | 38 |
| Crit Chance | 14% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Cold | +31% |
| Acid | +21% |
| Mind | +26% |
| All | +16% |
Defense: Base
| Armour (hardiness) | 32.335093952971 (67.857809501309%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 30 |
| Physical Save | 39 |
| Spell Save | 20 |
| Mental Save | 26 |
Defense: Resistances
| Physical | + 13%( 70%) |
| Acid | + 26%( 70%) |
| Light | + 27%( 70%) |
| Cold | + 28%( 70%) |
| Darkness | + 27%( 70%) |
| Arcane | + 18%( 70%) |
| Fire | + 39%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 29% |
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.8 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Constitution stat. |
| 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 134% efficiency and cooldown mod of 62%. Its effects scale with your Constitution stat. |
| 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 137% efficiency and cooldown mod of 69%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +12.00 Talents +1 Rocket Boots A pair of boots made of leather. |
| Light source | brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Snowfurnace (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats Str +4, Dex +3, Cun +4 offense ------ Damage +6% mind Ignore resists +10% mind, +15% cold Ignore Armor +5 When Hit 4 cold defense ------ Armor +3 Fatigue +3% Resistance +3% cold, +16% light +11% darkness A hat made of leather. Very stylish. |
| Tool | Anomnir [power 500] (11/15 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: defense ------ Resistance +9% acid, +6% fire +6% darkness, +1% physical Heal yourself and all friendly characters within 10 spaces for 500 Puts all charms on 15 turn cooldown 100% to increase the duration of 3 beneficial effects by 1. 100% to increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's gold ring of arcana (+0.10/turn)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats Str +2 defense ------ Armor +4 Silence Resist +21% other ------- Mana/turn +0.10 Rings make your fingers look great! |
| Around neck | restful steel amulet of constitution (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats Con +2 defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
| In main hand | balanced stralite steamsaw of shearing (35-52 power, 0 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 35.0 - 52.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +70 On Hit: * shock your foe dealing 14 damage and draining some of their resources Uses 1.0 Steam While equipped: offense ------ Ignore resists +9% all Accuracy +15 (+5 eff.) Ignore Armor +7 defense ------ Armor +5 Defense +15 (+7 eff.) Fatigue +10% Disarm Resist +29% other ------- Talents +2 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 | cinder hardened leather gloves of strength (+4) (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats Str +4 offense ------ Physical Power +7 (+2 eff.) On-Hit 7 fire Damage +5% fire defense ------ Armor +2 Resistance +5% fire other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | acidic steel steamsaw of massacre (20-29 power, 0 apr) 3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 19.5 - 29.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 On Hit: * shock your foe dealing 13 damage and draining some of their resources On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- 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 | Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+4 eff.) Resistance +15% cold Physical save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | stralite mail armour 'Aeryblek' (4 def, 10 armour) 14.0 Encumbrance T4 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Str +2, Wil +5, Cun +4 offense ------ Physical Crit +5.0% Ignore resists +5% acid defense ------ Armor +10 Hardiness +20% Defense +4 (+2 eff.) Fatigue +16% Resistance +6% acid, +19% fire +6% arcane Spell save +13 (+7 eff.) Mind save +15 (+7 eff.) other ------- Max stamina +20.00 A suit of armour made of mail. |
Inventory
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 Encumbrance 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. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 10] simple frost salve [power 10]1.0 Encumbrance 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 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 122] simple healing salve [power 122]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 122 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
steel grip0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +70% other ------- Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats Str +3, Dex +3, Mag +3, Wil -3 Con +3 Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By IGOR GOT ME KILLED the Orc Sawbutcher level 11
20th Retaking 124th year of Ascendancy at 03:54 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By IGOR GOT ME KILLED the Orc Sawbutcher level 13
27th Retaking 124th year of Ascendancy at 20:01 see stats
Level 10 (Roguelike)
Got a character to level 10.By IGOR GOT ME KILLED the Orc Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 01:38 see stats
Level 20 (Roguelike)
Got a character to level 20.By IGOR GOT ME KILLED the Orc Sawbutcher level 20
5th Revenge 124th year of Ascendancy at 06:28 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By IGOR GOT ME KILLED the Orc Sawbutcher level 20
5th Revenge 124th year of Ascendancy at 22:00 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By IGOR GOT ME KILLED the Orc Sawbutcher level 17
36th Retaking 124th year of Ascendancy at 13:11 see stats
Log
Emumira the ritch larva hits IGOR GOT ME KILLED for damage.
IGOR GOT ME KILLED is not stunned anymore.
IGOR GOT ME KILLED uses a frost salve.
IGOR GOT ME KILLED was blasted back 2 spaces!
Something hits IGOR GOT ME KILLED for 118 physical damage.
Talent Block is ready to use.
Talent Implant: Steam Generator is ready to use.
Agony from Xana the ritch larva hits IGOR GOT ME KILLED for 55 mind damage.
Rotting Disease from Xana the ritch larva hits IGOR GOT ME KILLED for 9 blight damage.
Burning from Ritch hunter hits IGOR GOT ME KILLED for 9 fire damage.
Something hits IGOR GOT ME KILLED for 78 physical damage.
Something hits IGOR GOT ME KILLED for 12 blight damage.
IGOR GOT ME KILLED is not affected anymore by the salve.
IGOR GOT ME KILLED is no longer writhing in agony.
Rotting Disease from Xana the ritch larva hits IGOR GOT ME KILLED for 9 blight damage.
Burning from Ritch hunter hits IGOR GOT ME KILLED for 9 fire damage.
IGOR GOT ME KILLED is confused and fails to use Block.
IGOR GOT ME KILLED is writhing in agony!
Personal New Achievement: That was close (Roguelike)!
You collect a new ingredient: ritch stinger (1).
Something hits IGOR GOT ME KILLED for 9 blight damage.
IGOR GOT ME KILLED stops burning.
Rotting Disease from Xana the ritch larva hits IGOR GOT ME KILLED for 9 blight damage.
Agony from Xana the ritch larva hits IGOR GOT ME KILLED for 10 mind damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Something hits IGOR GOT ME KILLED for 78 physical damage.
IGOR GOT ME KILLED the level 20 orc sawbutcher was eviscerated to death by Emumira the ritch larva on level 4 of Ritch Hive.



































































