












Character
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! 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.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
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 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Doomelf |
Class | Writhing One |
Level / Exp | 13 / 25% |
Size | medium |
Lifes / Deaths | Killed by decaying devourer at level 13 on the 23rd Dusk 122nd year of Ascendancy at 04:17 / 1 |
Primary Stats
Strength | 16 (base 18) |
Dexterity | 17 (base 10) |
Constitution | 15 (base 13) |
Magic | 48 (base 39) |
Willpower | 13 (base 10) |
Cunning | 22 (base 18) |
Resources
Life | -17/440 |
Insanity | 3/100 |
Healing Factor | 0.94209685859948 |
Regeneration | 9.4209685859948 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 31.823515768852 |
See Invisible | 33.823515768852 |
Offense: Mainhand
Damage | 11 |
Accuracy | 36 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | -23% |
Blight | -22% |
Physical | -23% |
Cold | -7% |
All | -26% |
Lightning | -16% |
Temporal | -23% |
Fire | -17% |
Darkness | -16% |
Offense: Damage Penetration
Fire | +5% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 7.5 (43.579428603723%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 12 |
Physical Save | 16 |
Spell Save | 20 |
Mental Save | 18 |
Defense: Resistances
Cold | + 19%( 70%) |
Lightning | + 19%( 70%) |
Light | + 13%( 70%) |
Temporal | + 15%( 70%) |
Darkness | + 21%( 70%) |
Physical | + 12%( 70%) |
Fire | + 21%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 23% |
Silence Resistance | 24% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
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 597% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Tentacles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
beneficial effect | The target is near a font of life, granting +9.75 life regeneration, -1.65 equilibrium regeneration, +1.65 stamina regeneration and +1.65 psi regeneration. (Only living creatures benefit.) Font of Life |
beneficial effect | 18% chance to avoid weapon attacks Charm: Evasion |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target has been marked as the focus for all nature summons within 3 radius, receiving 18% increased damage from nature summons. Pheromones |
beneficial effect | Nullifies the next 2 detrimental mental effects. Clear Mind |
beneficial effect | The target is out of phase with reality, increasing defense by 8, resist all by 8%, and reducing the duration of detrimental timed effects by 0%. Out of PhaseThese effects cap at 40%. |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Huge cut that bleeds, doing 0.43 physical damage per turn and decreasing all heals received by 10%. Deep Wound |
detrimental effect | The target has been harassed by its stalker, reducing damage by 26%. Harassed |
beneficial effect | 1 pustules increasing resistance by 2%. Putrescent Pustule |
detrimental effect | Huge cut that bleeds, doing 1.11 physical damage per turn. Bleeding |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed honey tree root. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Silence- +24% Confus- +23% Stun/Frz- +20% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun +1 Dex dps ---------- Melee Ret 2 nature ----- def ----- Max.HP +41.00 ---------- misc Light +3 Infravis +2 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 | ![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 11 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 21.18 to 63.53 lightning damage (42.36 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% physical Acc +5 (+2 eff.) ----- def ----- Resists +2% physical Phys.save +6 (+5 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 18 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Mag dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Resists +3% light Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +8 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold +9% fire ----- def ----- Resists +6% fire Max.HP +31.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T1 waraxe 1H weapon [Rare] Nature Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature On Hit.r1 +4 acid While equipped: Stats +1 Cun dps ---------- Mind.crit +3% ----- def ----- Resists +6% darkness One-handed war axes. |
On hands | ![]() 1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +3% temporal Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% fire ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +6% darkness +6% fire Max.HP +20.00 A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +10 (+5 eff.) Res.pen +5% darkness Melee Ret 4 mind 2 darkness ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Con dps ---------- Phys.crit +1.0% Mind.pwr +15 (+7 eff.) ----- def ----- Mind.save +6 (+4 eff.) Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +5% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +3% mind +6% blight Phys.save +3 (+3 eff.) Max.HP +72.00 Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold 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] Master While equipped: Stats +4 Cun +2 Mag ----- def ----- Armour +3 Fatigue +2% Resists +6% acid ---------- 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. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Fatigue -3% Resists +5% arcane Phys.save +6 (+5 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+4 eff.) Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +6 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +10% mind ----- def ----- Armour +3 Fatigue +5% Resists +3% mind +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +2 Wil +2 Cun dps ---------- Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Melee Ret 4 physical ----- def ----- Armour +3 Fatigue +5% Heal.mod +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 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.(56 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 18 out of 2/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 64.69 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 64.69 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Cun +3 Wil dps ---------- Dmg.mod +9% light +3% cold Acc +4 (+1 eff.) ----- def ----- Resists +3% cold ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +6% lightning +9% fire +3% light Spell.save +9 (+5 eff.) Blast the opponent's mind dealing 63 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Resists +3% mind ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 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: 218 Base Damage: 95 Armor: 2 All Resist: 0 Puts all charms on 18 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Zamilen the Doomelf Writhing One level 6
77th Pyre 122nd year of Ascendancy at 18:53 see stats
By Zamilen the Doomelf Writhing One level 10
12nd Dusk 122nd year of Ascendancy at 17:45 see stats
By Zamilen the Doomelf Writhing One level 9
10th Dusk 122nd year of Ascendancy at 07:27 see stats
By Zamilen the Doomelf Writhing One level 9
8th Dusk 122nd year of Ascendancy at 09:35 see stats
Log
Zamilen is back to normal.
Decaying devourer performs a melee critical strike against Zamilen!
Decaying devourer's blood frenzy intensifies!
Zamilen evades Decaying devourer.
Melee retaliation hits Decaying devourer for 2 mind, 1 darkness (3 total damage).
Bleeding from Decaying devourer hits Zamilen's Inner Demon for 1 physical damage.
Deep Wound from Decaying devourer hits Zamilen's Inner Demon for 0 physical damage.
Bleeding from Decaying devourer hits Zamilen for 1 physical damage.
Deep Wound from Decaying devourer hits Zamilen for 0 physical damage.
Decaying devourer hits Zamilen for 24 physical damage.
Xerawen the rattlesnake summons a Turtle!
Turtle uses Taunt.
Betuganor the giant venus flytrap's frantic summoning ends.
Turtle has been harassed.
Mechanical Arms performs a melee critical strike against Xerawen the rattlesnake!
Xerawen the rattlesnake has been harassed.
Mechanical Arms hits Turtle for 10 nature damage.
Mechanical Arms hits Xerawen the rattlesnake for 12 nature damage.
Poison from Betuganor the giant venus flytrap hits Xerawen the rattlesnake for 27 nature damage.
Weakness Disease from Zamilen hits Betuganor the giant venus flytrap for 9 blight damage.
Something misses Turtle.
Zamilen hits Decaying devourer for 9 lightning damage.
Zamilen hits Decaying devourer for 9 lightning damage.
Zamilen hits Decaying devourer for 8 lightning damage.
Zamilen wears (replacing Planar Beacon): brass lantern 'Moldpeal'.
Betuganor the giant venus flytrap uses Nightmare.
Turtle is lost in a nightmare.
Ritch flamespitter shrugs off Betuganor the giant venus flytrap's 'Nightmare'!
Xerawen the rattlesnake is lost in a nightmare.