Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Improved player targetting 1.2.0Player's targetting improvements. Informative inventory 1.3.1 Items Vault 1.3.0Donators/Buyers bonus! Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Midnight 1.3.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Temporal Warden |
| Level / Exp | 35 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by greater multi-hued wyrm at level 24 on the 55th Pyre 123rd year of Ascendancy at 02:21 0 / 8Killed by greater multi-hued wyrm at level 24 on the 55th Pyre 123rd year of Ascendancy at 06:35 Killed by greater multi-hued wyrm at level 24 on the 55th Pyre 123rd year of Ascendancy at 08:25 Killed by Mer at level 31 on the 75th Dusk 123rd year of Ascendancy at 16:34 Killed by Mer at level 31 on the 76th Dusk 123rd year of Ascendancy at 15:59 Killed by Mer at level 32 on the 76th Dusk 123rd year of Ascendancy at 19:10 Killed by overpowered greater multi-hued wyrm at level 35 on the 7th Decay 123rd year of Ascendancy at 16:41 Killed by orc cryomancer at level 35 on the 7th Decay 123rd year of Ascendancy at 18:40 |
Primary Stats
| Strength | 20 (base 14) |
| Dexterity | 70 (base 50) |
| Constitution | 36 (base 31) |
| Magic | 73 (base 60) |
| Willpower | 64 (base 54) |
| Cunning | 38 (base 18) |
Resources
| Life | -73/895 |
| Paradox | 441 |
| Healing Factor | 1.16 |
| Regeneration | 117.51885537078 |
Speed
| Mental | +6.1340430109696% |
| Attack | +6.1340430109696% |
| Movement | +20.00000000001% |
| Spell | +6.1340430109696% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 9 |
| See Stealth | 30.198428847956 |
| See Invisible | 28.198428847956 |
Offense: Mainhand
| Damage | 164 |
| Accuracy | 58 |
| Crit Chance | 24% |
| APR | 31 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 50.666666666667 |
| Crit Chance | 17% |
| Speed | 0.94220475507246 |
Offense: Mind
| Mindpower | 41.666666666667 |
| Crit Chance | 14% |
| Speed | 0.94220475507246 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 42.999476282652 |
| Ranged Defense | 44.999476282652 |
| Fatigue | 2 |
| Physical Save | 40.409060509926 |
| Spell Save | 40.683333333333 |
| Mental Save | 45.442393843259 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Confusion Resistance | 5% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 275 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (75% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 355 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 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 poison effect. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Contingency |
| talent | Weapon Folding |
| beneficial effect | The target is gaining 3 positive energy each turn. Blazing Light |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's spellpower has been increased by 5. Spellsurge |
| beneficial effect | A flow of life spins around the target, regenerating 71.04 life per turn. Regeneration |
| beneficial effect | Increases attack, spell, and mind speed by 6%. 1 Time Dilation |
| beneficial effect | The time distortion has created a restoration field, healing the target for 38 each turn. Temporal Restoration Field |
| detrimental effect | The target is on fire, taking 26.86 fire damage per turn. Burning |
| beneficial effect | The target is regaining 20 life per turn and refreshing talents at twice the normal rate. Invigorate |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by giant venus flytrap. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and stopped the shivgoroth invasion. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 353. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed ice wyrm tooth. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed vial of fire wyrm saliva. * You've found the needed vial of wight ectoplasm. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Flashraze the pair of hardened leather boots (0 def, 3 armour) Flashraze the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +10 Lck / +6 Dex Changes resistances: +22% darkness / +22% temporal Changes resistances penetration: +10% acid / +15% temporal / +13% darkness Changes damage: +9% lightning Stealth bonus: +10 Defense after a teleport: +19 Resist all after a teleport: +15% New effects duration reduction after a teleport: +19% A pair of boots made of leather. |
| Quiver | Hinariregokor the quiver of dragonbone arrows (49/50, 50.5-70.7 power, 18 apr) Hinariregokor the quiver of dragonbone arrows (49/50, 50.5-70.7 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 50.5 - 70.7 Uses stats: 100% Mag, 70% Dex Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 50 On weapon hit: * 20% chance to gain 10% of a turn * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +10 temporal / +15 physical Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +12 blight When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 27.61 cold damage and 25.10 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Corruptionpiety the cashmere wizard hat (2 def, 0 armour) Corruptionpiety the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun Changes resistances: +5% lightning / +5% temporal / +5% light / +5% fire / +5% nature / +6% acid / +8% blight / +6% cold / +11% darkness Mental save: +8 (+3 eff.) Confusion immunity: +5% Mana each turn: +0.11 Spellpower: +2 (+1 eff.) Spell crit. chance: +4% A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Zubaldatta ZubaldattaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +1% physical Blindness immunity: +23% Hate when firing a critical mind attack: +3.00 Only die when reaching: -60.00 life Mental crit. chance: +1% Infravision radius: +5 See stealth: +14 See invisible: +12 Rings can have magical properties. |
| Around waist | spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +3 Mag / +4 Cun / +7 Lck Trap disarming bonus: +5 Stealth bonus: +7 Mana each turn: +0.10 Maximum mana: +25.00 Infravision radius: +4 A belt that goes around your waist. |
| In main hand | Glarepain GlarepainRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +14 fire Burst (radius 1) on hit: +4 light When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +10% temporal Changes damage: +16% fire Light radius: +1 Longbows are used to shoot arrows at your foes. |
| On hands | Frostfire Gauntlets (0 def, 3 armour) Frostfire Gauntlets (0 def, 3 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Changes resistances: +10% fire / +10% cold Changes damage: +10% fire / +10% cold Spellpower on spell critical (stacks up to 3 times): +5 It can be used to activate talent Cold Flames (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 42.05 cold damage, and have a chance of freezing. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
| Main armor | Rootquill the hardened leather armour (8 def, 6 armour) Rootquill the hardened leather armour (8 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Dex Changes resistances: +8% physical / +5% fire / +8% cold / +7% nature / +9% mind Changes resistances penetration: +10% nature Life regen: +8.00 Movement speed: +20% Healing mod.: +16% A suit of armour made of leather. |
| Cloak | enveloping cashmere cloak of the guardian (17 def, 4 armour) enveloping cashmere cloak of the guardian (17 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +17 (+6 eff.) Physical save: +28 (+9 eff.) Spell save: +12 (+4 eff.) Mental save: +16 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Pitchworm PitchwormInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Fatigue: -4% Damage when hit (Melee): 8 darkness Changes stats: +5 Mag Changes resistances: +7% physical Critical mult.: +18.00% Life regen: +1.90 Stamina each turn: +0.20 Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Borochak BorochakInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 8 blight Changes stats: +6 Con Changes resistances penetration: +10% blight Changes damage: +9% blight Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. creative pulsing mindstar of flames (13-14.3 power, 32 apr, mind damage)creative pulsing mindstar of flames (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +6 Cun Changes resistances: +9% fire Changes resistances penetration: +10% fire Changes damage: +7% fire Critical mult.: +7.00% Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. ranger's reinforced leather sling of natureranger's reinforced leather sling of nature Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +17 nature When wielded/worn: Changes stats: +4 Dex Changes resistances: +6% all Changes resistances penetration: +9% nature Slings are used to hurl stones or metal shots at your foes. |
Emalrawe the drakeskin leather gloves (0 def, 9 armour) Emalrawe the drakeskin leather gloves (0 def, 9 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 22% chance to cause random gloom Damage (Melee): 29 mind / 30 darkness Changes resistances: +9% darkness Mental save: -5 (-2 eff.) Mindpower: +9 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. corrosive stralite shield of patience (10 def, 2 armour, 133 block)corrosive stralite shield of patience (10 def, 2 armour, 133 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 12% chance to corrode armour Damage when hit (Melee): 12 temporal Changes stats: +1 Con Changes resistances: +11% acid / +16% temporal Talent granted: +4 Block It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (350) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
51 alchemist agate 51 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Zubiremina the Murkquell (dig speed 15 turns) Zubiremina the Murkquell (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 16 nature Changes stats: +2 Str Changes resistances: +6% nature / +3% mind Maximum life: +22.00 Maximum stamina: +19.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Mer the Thalore Temporal Warden level 28
63rd Pyre 123rd year of Ascendancy at 12:14 see stats
Against all odds
Killed Ukruk in the ambush.By Mer the Thalore Temporal Warden level 27
60th Pyre 123rd year of Ascendancy at 16:05 see stats
Arachnophobia
Destroyed the spydric menace.By Mer the Thalore Temporal Warden level 31
69th Dusk 123rd year of Ascendancy at 03:55 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Mer the Thalore Temporal Warden level 35
7th Decay 123rd year of Ascendancy at 16:38 see stats
Brave new world
Went to the Far East and took part in the war.By Mer the Thalore Temporal Warden level 30
66th Dusk 123rd year of Ascendancy at 12:04 see stats
Bringer of Doom
Killed a Bringer of Doom.By Mer the Thalore Temporal Warden level 16
64th Haze 122nd year of Ascendancy at 15:05 see stats
Clone War
Destroyed your own Shade.By Mer the Thalore Temporal Warden level 32
49th Haze 123rd year of Ascendancy at 11:05 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Mer the Thalore Temporal Warden level 18
1st Allure 123rd year of Ascendancy at 08:38 see stats
Destroyer of the creation
Killed Slasul.By Mer the Thalore Temporal Warden level 31
76th Dusk 123rd year of Ascendancy at 19:08 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Mer the Thalore Temporal Warden level 30
48th Dusk 123rd year of Ascendancy at 23:51 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Mer the Thalore Temporal Warden level 15
62nd Haze 122nd year of Ascendancy at 08:26 see stats
Exterminator
Killed 1000 creatures.By Mer the Thalore Temporal Warden level 17
65th Haze 122nd year of Ascendancy at 19:06 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mer the Thalore Temporal Warden level 15
61st Haze 122nd year of Ascendancy at 14:53 see stats
Fear me not!
Survived the Fearscape!By Mer the Thalore Temporal Warden level 23
48th Pyre 123rd year of Ascendancy at 04:46 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Mer the Thalore Temporal Warden level 32
77th Dusk 123rd year of Ascendancy at 00:22 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mer the Thalore Temporal Warden level 17
67th Haze 122nd year of Ascendancy at 17:36 see stats
Impossible Death
Got killed by your future self.By Mer the Thalore Temporal Warden level 13
49th Dusk 122nd year of Ascendancy at 16:50 see stats
Level 10
Got a character to level 10.By Mer the Thalore Temporal Warden level 10
4th Flare 122nd year of Ascendancy at 19:52 see stats
Level 20
Got a character to level 20.By Mer the Thalore Temporal Warden level 20
52nd Regrowth 123rd year of Ascendancy at 18:38 see stats
Level 30
Got a character to level 30.By Mer the Thalore Temporal Warden level 30
48th Dusk 123rd year of Ascendancy at 23:43 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mer the Thalore Temporal Warden level 35
4th Decay 123rd year of Ascendancy at 02:59 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Mer the Thalore Temporal Warden level 18
16th Regrowth 123rd year of Ascendancy at 20:21 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Mer the Thalore Temporal Warden level 28
67th Pyre 123rd year of Ascendancy at 08:21 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Mer the Thalore Temporal Warden level 30
49th Dusk 123rd year of Ascendancy at 02:35 see stats
The secret city
Discovered the truth about mages.By Mer the Thalore Temporal Warden level 9
10th Mirth 122nd year of Ascendancy at 02:22 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Mer the Thalore Temporal Warden level 28
4th Dusk 123rd year of Ascendancy at 02:49 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Mer the Thalore Temporal Warden level 21
16th Pyre 123rd year of Ascendancy at 21:35 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Mer the Thalore Temporal Warden level 25
57th Pyre 123rd year of Ascendancy at 18:57 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mer the Thalore Temporal Warden level 18
69th Haze 122nd year of Ascendancy at 22:34 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Mer the Thalore Temporal Warden level 26
58th Pyre 123rd year of Ascendancy at 22:33 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By Mer the Thalore Temporal Warden level 4
77th Pyre 122nd year of Ascendancy at 20:29 see stats
Log
Mer's blazing light area effect hits Orc high pyromancer for 11 fire, 7 light (18 total damage).
Mer's blazing light area effect hits Orc cryomancer for 10 fire, 9 light (18 total damage).
Mer's blazing light area effect hits Warmaster Gnarg for 9 fire, 7 light (17 total damage).
Mer's blazing light area effect hits Orc soldier for 11 fire, 9 light (20 total damage).
Mer's blazing light area effect hits Orc pyromancer for 11 fire, 7 light (18 total damage).
Mer's blazing light area effect hits Orc soldier for 13 fire, 11 light (24 total damage).
Mer's blazing light area effect hits Orc soldier for 13 fire, 11 light (24 total damage).
Mer's blazing light area effect hits Orc soldier for 13 fire, 11 light (24 total damage).
Mer's blazing light area effect hits Orc high cryomancer for 11 fire, 9 light (20 total damage).
Mer's blazing light area effect hits Icy orc wyrmic for 11 fire, 6 light (17 total damage).
Mer's blazing light area effect hits Lesser vampire for 13 fire, 16 light (29 total damage).
Mer's blazing light area effect hits Orc soldier for 13 fire, 11 light (24 total damage).
Mer's blazing light area effect hits Orc soldier for 13 fire, 11 light (24 total damage).
Mer's blazing light area effect hits Icy orc wyrmic for 10 fire, 9 light (19 total damage).
Mer's blazing light area effect hits Orc pyromancer for (4 to ice), 7 fire, (4 to ice), 5 light (12 total damage).
Mer's blazing light area effect hits Orc grand master assassin for 13 fire, 11 light (24 total damage).
Mer receives 4 healing from Orc soldier.
Mer receives 5 healing from Orc soldier.
Orc cryomancer casts Rune: Heat Beam.
Orc soldier is on fire!
Mer is on fire!
Icy orc wyrmic is on fire!
Icy orc wyrmic uses Infusion: Regeneration.
Icy orc wyrmic starts regenerating health quickly.
Orc soldier uses Infusion: Wild.
Orc soldier lessens the pain.
Orc soldier uses Orcish Fury.
Orc soldier enters a state of bloodlust.
Orc cryomancer casts Freeze.
Saving game...
