











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Wyrmic |
| Level / Exp | 9 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Rywan the human at level 9 on the 9th Dearth 122nd year of Ascendancy at 21:55 / 1 |
Primary Stats
| Strength | 27 (base 24) |
| Dexterity | 15 (base 10) |
| Constitution | 12 (base 11) |
| Magic | 18 (base 10) |
| Willpower | 41 (base 31) |
| Cunning | 19 (base 10) |
Resources
| Life | -20/369 |
| Mana | 143/303 |
| Stamina | 193/202 |
| Equilibrium | 92 |
| Healing Factor | 1.1191526171258 |
| Regeneration | 6.5813980953714 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 41 |
| Crit Chance | 3% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +8% |
| Darkness | +14% |
| Fire | +8% |
| Light | +10% |
Offense: Damage Penetration
| Light | +10% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 22.522593642275 (62.32946707186%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 22 |
| Physical Save | 20 |
| Spell Save | 23 |
| Mental Save | 30 |
Defense: Resistances
| Darkness | + 21%( 70%) |
| Lightning | + 1%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 6%( 70%) |
| Blight | + 9%( 70%) |
| Cold | + 2%( 70%) |
| Fire | + 18%( 70%) |
| Acid | + 2%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 21 with a minimum range of 15. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Heart of the Gloom. Escort: lost defiler (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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: * You've found the needed warg claw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
Equipment
| On feet | [vs. traveler's pair of iron boots (0 def, 3 armour) (On feet)]traveler's pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: -3% (-) Maximum encumbrance: +23 (-) Physical save: +6 (+5 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)]Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 48.74 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| On head | [vs. Xeryyama (0 def, 3 armour) (On head)]Xeryyama (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 (-) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Cun / +3(-) Dex Changes resistances: +9%(-) blight Changes damage: +3%(-) mind Mental save: +9 (+5 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Eye of the Dreaming One (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+5 eff.) (-) Mindpower: +5 (+3 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 9 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 20% 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. |
| Around neck | [vs. Thunderire the copper amulet (Around neck)]Thunderire the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2(-) nature Changes resistances: +12%(-) light / +11%(-) darkness Changes resistances penetration: +15%(-) lightning / +10%(-) light Blindness immunity: +21% (-) Light radius: +2 (-) Amulets make your neck look great! |
| In main hand | [vs. balanced iron mace of paradox (12-18 power, 2 apr) (In main hand)]balanced iron mace of paradox (12-18 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +0.5% (-) Attack speed: 100% (-) Damage (Melee): +5(-) temporal When wielded/worn: Accuracy: +6 (+2 eff.) (-) Defense: +7 (+7 eff.) (-) Changes resistances: +6%(-) temporal Disarm immunity: +20% (-) Blunt and deadly. |
| Light source | [vs. Gorion (Light source)]Gorion Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 (-) Damage when hit (Melee): 2(-) physical Changes stats: +3(-) Wil Changes resistances: +3%(-) fire Changes damage: +5%(-) mind Critical mult.: +10.00% (-) Spell save: +6 (+3 eff.) (-) Light radius: +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. |
| In off hand | [vs. reinforced iron shield of the stars (0 def, 3 armour, 8-9 power, 38.5 block) (In off hand)]reinforced iron shield of the stars (0 def, 3 armour, 8-9 power, 38.5 block) Requires: - Shield usage training - Strength 11 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% (-) Block value: +38 (-) Damage (Melee): +11(-) light / +10(-) darkness When wielded/worn: Armour: +3 (-) Fatigue: +8% (-) Changes stats: +2(-) Cun / +1(-) Mag Changes resistances: +11%(-) light / +10%(-) darkness Changes damage: +10%(-) light / +11%(-) darkness Talents granted: +1.00(-) Block Handheld deflection devices. |
| Cloak | [vs. linen cloak 'Bleakworth' (1 def, 0 armour) (Cloak)]linen cloak 'Bleakworth' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Cun / +1(-) Dex Changes damage: +3%(-) darkness / +3%(-) fire Psi when hit: +0.12 (-) Mindpower: +5 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. iron mail armour of Eyal (2 def, 4 armour) (Main armor)]iron mail armour of Eyal (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Life regen: +2.00 (-) Maximum life: +21.00 (-) Healing mod.: +10% (-) A suit of armour made of mail. |
Inventory
[vs. balanced iron mace of paradox (12-18 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. balanced iron longsword (12-16 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1(-1.0 - -1.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +2.5% (+2.0%) Attack speed: 100% (-) Damage (Melee): +0(-5) temporal When wielded/worn: Accuracy: +6 (+2 eff.) (-) Defense: +5 (+5 eff.) (-2 (-2 eff.)) Changes resistances: +0%(-6%) temporal Disarm immunity: +21% (+1%) Sharp, long, and deadly. |
[vs. balanced iron mace of paradox (12-18 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. flaming iron mace of massacre (18-24 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.5 - 24.5(+5.0 - +7.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +0.5% (-) Attack speed: 100% (-) Damage (Melee): +0(-5) temporal Damage (radius 1) on hit: +6 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Defense: +0 (+0 eff.) (-7 (-7 eff.)) Changes resistances: +0%(-6%) temporal Disarm immunity: +0% (-20%) Blunt and deadly. |
[vs. reinforced iron shield of the stars (0 def, 3 armour, 8-9 power, 38.5 block) (In off hand)]This item will automatically be transmogrified when you leave the level. swashbuckler's steel shield (0 def, 4 armour, 12-14 power, 36 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4(+4.5 - +5.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% (+0.5%) Block value: +36 (-2) Damage (Melee): +0(-11) light / +0(-10) darkness When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 (+1) Fatigue: +8% (-) Changes stats: +3 Str / +2 Dex / +0(-1) Mag / +0(-2) Cun Changes resistances: +0%(-11%) light / +0%(-10%) darkness Changes damage: +0%(-10%) light / +0%(-11%) darkness Talents granted: +1.00(-) Block Handheld deflection devices. |
[vs. iron mail armour of Eyal (2 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 (+9) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-21.00) Healing mod.: +0% (-10%) A suit of armour made of mail. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
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 Activation costs 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. |
[vs. Eye of the Dreaming One (Tool)]evasive elm wand of conjuration [power 105] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) It can be used to fire a magical bolt dealing 105 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Alice Drymic picks up (a.): balanced iron longsword (12-16 power, 2 apr).
Rywan the human's Venomous Strike performs a ranged critical strike against Alice Drymic!
Alice Drymic casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Alice Drymic is poisoned!
Alice Drymic slows down.
Alice Drymic is cut deeply.
Alice Drymic is poisoned!
Rywan the human's Venomous Strike hits Alice Drymic for 157 nature damage.
Deep Wound from Rywan the human hits Alice Drymic for 28 physical damage.
Poison from Rywan the human hits Alice Drymic for 19 nature damage.
Deadly Poison from Rywan the human hits Alice Drymic for 12 nature damage.
Alice Drymic casts Rune: Shielding.
A shield forms around Alice Drymic.
You fail to use Nature's Touch due to your equilibrium!
Rywan the human uses Steady Shot.
Your shield crumbles under the damage!
The shield around Alice Drymic crumbles.
Rywan the human's Steady Shot hits Alice Drymic for (100 absorbed), 14 physical (14 total damage).
Deep Wound from Rywan the human hits Alice Drymic for 28 physical damage.
Poison from Rywan the human hits Alice Drymic for 19 nature damage.
Deadly Poison from Rywan the human hits Alice Drymic for 12 nature damage.
You fail to use Nature's Touch due to your equilibrium!
Rywan the human shoots!
Rywan the human's Shoot hits Alice Drymic for 31 physical damage.
Poison bursts out of Alice Drymic's corpse!
Deadly Poison from Rywan the human hits Alice Drymic for 23 nature damage.
Alice Drymic the level 9 drem wyrmic was splurged to death by Rywan the human on level 1 of Ambush!.








































































