





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Horror |
| Class | Eldritch |
| Level / Exp | 16 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 32 (base 26) |
| Dexterity | 12 (base 12) |
| Constitution | 23 (base 18) |
| Magic | 28 (base 28) |
| Willpower | 12 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | 340/340 |
| Hate | 100/100 |
| Vim | 90/90 |
| Healing Factor | 0.60990222118212 |
| Regeneration | 0.60990222118212 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 35 |
| Crit Chance | 7% |
| APR | 2 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 35 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 5% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | -49% |
| Acid | -48% |
| Darkness | -57% |
| All | -60% |
Defense: Base
| Armour (hardiness) | 15.551211628464 (73.607947236566%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 22 |
| Physical Save | 21 |
| Spell Save | 21 |
| Mental Save | 14 |
Defense: Resistances
| Nature | + 27%(100%) |
| Acid | +100%(100%) |
| Darkness | + 9%(100%) |
| Cold | + 9%(100%) |
| Blight | +100%(100%) |
| Mind | + 8%(100%) |
| Fire | -33%(100%) |
| All | 0%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Poison Resistance | 11% |
| Blind Resistance | 100% |
Inscriptions (1/1)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 0.80 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Worm that Walks Link |
| talent | Ruin |
Quests
Equipment
| Tool | focusing elm wand of conjuration [power 110] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 57 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +3 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
| On fingers | gladiator's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +5 Con Rings make your fingers look great! |
| On fingers | treant's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% nature / +5% blight Poison immunity: +11% Disease immunity: +11% Rings make your fingers look great! |
| On fingers | rogue's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +6 (+6 eff.) Changes stats: +3 Cun Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt 'Flashonslaught'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +4 Cun Changes resistances: +3% acid / +3% fire / +9% cold Spell save: +6 (+3 eff.) Mindpower: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| Main armor | Deepstrial (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +7 Fatigue: +22% Damage when hit (Melee): 2 physical Changes resistances: +17% acid Changes damage: +3% darkness Only die when reaching: -20.00 life Mindpower: +15 (+7 eff.) Mental crit. chance: +3% A suit of armour made of metal plates. |
| In off hand | Searidol the iron mace (105% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x 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% On weapon hit: * 11% chance to reduce all saves and defense by 21 Damage (Melee): +5 mind When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 32% Damage when hit (Melee): 6 acid Changes stats: +2 Cun / +2 Wil Changes resistances: +3% acid / +3% fire Changes damage: +12% acid Blunt and deadly. |
| In main hand | Blindresolve (125% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 126% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str Changes resistances: +9% darkness One-handed war axes. |
Inventory
cleansing copper amulet of healingInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +10% blight Poison immunity: +22% Disease immunity: +21% Cut immunity: +40% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 229 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings make your fingers look great! |
Earyzor (105% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 106% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+2 eff.) Armour: +4 Changes stats: +3 Cun Changes resistances: +6% darkness Physical save: +3 (+2 eff.) Only die when reaching: -20.00 life Sharp, short and deadly. |
Nerywyn (134% power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn * 10% chance to reduce armor by 32% When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 32% Changes stats: +1 Str / +2 Mag / +1 Wil Changes resistances: +3% acid Massive two-handed mauls. |
Morningkiller (143% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 21 When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +5% mind Critical mult.: +20.00% Mental save: +3 (+3 eff.) Mental crit. chance: +2% Light radius: +1 Massive two-handed swords. |
Obsidianbraze (111% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +3% Defense: +10 (+8 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 darkness Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +16 (+8 eff.) Life regen: +4.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Healing mod.: +5% Staves designed for wielders of magic, by the greats of the art. |
Brightsorrow the iron waraxe (103% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 21 Damage (Melee): +6 mind Damage (radius 1) on hit: +4 light When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 21 Damage when hit (Melee): 4 light Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +20% mind Changes damage: +12% mind / +3% fire One-handed war axes. |
iron waraxe 'Eclipsewire' (103% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +20 darkness When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +5% cold Mental save: +3 (+3 eff.) Cut immunity: +20% One-handed war axes. |
iron waraxe 'Eleremira' (114% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 114% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% acid Reduces incoming crit damage: 5.00% Physical save: +9 (+5 eff.) Mental save: +3 (+3 eff.) One-handed war axes. |
LayyldaveaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances penetration: +20% arcane Changes damage: +3% arcane / +6% temporal Maximum encumbrance: +23 Mana each turn: +0.08 Vim when firing critical spell: +2.00 A belt that goes around your waist. |
rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
Kilnwinnow the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 21 Changes stats: +1 Wil / +1 Con Changes damage: +3% fire Physical save: +6 (+3 eff.) Light radius: +3 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pitchglamour the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +6% darkness / +1% physical / +16% nature / +7% all Changes damage: +11% nature / +3% darkness Equilibrium when hit: +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aeruyon the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +2 Cun / +2 Con Changes resistances: +3% mind Critical mult.: +5.00% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Psi when hit: +0.04 A pair of boots made of leather. |
Khelenik the pair of rough leather boots (5 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+5 eff.) Changes stats: +4 Dex / +1 Wil Critical mult.: +5.00% Physical save: +9 (+5 eff.) Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
Unlightmight (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +12% temporal Changes damage: +9% darkness Spell save: +9 (+5 eff.) A pair of boots made of leather. |
Airbrace (0 def, 8 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Damage (Melee): 9 temporal Damage (Ranged): 7 temporal Changes resistances: +3% lightning / +8% temporal / +9% mind Changes damage: +4% temporal Blindness immunity: +10% Knockback immunity: +10% Maximum life: +20.00 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. |
Galefast the linen wizard hat (1 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+1 eff.) Changes stats: +6 Wil / +2 Mag Changes resistances: +10% mind Changes damage: +10% mind Infravision radius: +1 A pointy cloth hat, very wizardly... |
Leloblek the linen wizard hat (1 def, 2 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +1 Wil Changes resistances: +9% acid / +6% cold Spell save: +6 (+3 eff.) Equilibrium when hit: +0.90 Psi when hit: +0.90 Hate when hit: +0.80 See invisible: +6 A pointy cloth hat, very wizardly... |
linen wizard hat 'Isurawen' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +1% physical / +6% light / +3% blight / +16% fire / +3% darkness Changes damage: +11% fire Spell save: +9 (+5 eff.) Only die when reaching: -20.00 life A pointy cloth hat, very wizardly... |
Belotha the Taintbreak (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to slow global speed by 47% Changes resistances: +16% lightning / +3% cold / +3% mind / +6% nature Changes resistances penetration: +5% nature Changes damage: +3% mind A suit of armour made of mail. |
Robe of the Worm (Improved) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. [Cosmetic Item] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
Aludunadan the rough leather armour (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +1 Con Changes resistances: +16% cold Maximum psi: +30.00 Mindpower: +5 (+2 eff.) See invisible: +6 A suit of armour made of leather. |
Unrychik the Shockstalker (21/21, 113% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 113% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 Damage (Ranged): +16 lightning Damage (radius 1) on hit: +16 lightning Damage (radius 2) on crit: +4 lightning / +8 light Arrows are used with bows to pierce your foes to death. |
Ce'Nathra the SleetresolveInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +20% mind Changes damage: +6% mind / +12% cold Mental crit. chance: +2% 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
powerful elm wand of conjuration [power 105] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 42 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% 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
You give Obsidianbraze (111% power, 3 apr, fire element) to worm that walks (servant of Drem).
You give Brightsorrow the iron waraxe (103% power, 2 apr) to worm that walks (servant of Drem).
You give Airbrace (0 def, 8 armour) to worm that walks (servant of Drem).
Drem wears (replacing Blastweeper the iron helm (5 def, 3 armour)): Emewyn the rough leather cap (0 def, 1 armour).
You gain 2.53 gold from the transmogrification of high-capacity quiver of elm arrows of erosion (37/37, 105% power, 5 apr).
You gain 1.02 gold from the transmogrification of steel plate armour of acid resistance (0 def, 9 armour).
You gain 3.05 gold from the transmogrification of troll-hide rough leather armour (3 def, 2 armour).
You gain 0.43 gold from the transmogrification of stabilizing rough leather cap (0 def, 1 armour).
You gain 0.10 gold from the transmogrification of linen wizard hat (1 def, 0 armour).
You gain 0.25 gold from the transmogrification of pair of iron boots (0 def, 3 armour).
You gain 3.37 gold from the transmogrification of potent ash vilestaff of warding (117% power, 3 apr, fire element).
You gain 3.34 gold from the transmogrification of cruel ash starstaff of might (111% power, 3 apr, light element).
You gain 2.11 gold from the transmogrification of horrifying vined mindstar of balance (85% power, 18 apr, nature damage).
You gain 1.13 gold from the transmogrification of horrifying mossy mindstar (75% power, 12 apr, nature damage).
You gain 2.87 gold from the transmogrification of chilling steel mace of daylight (112% power, 3 apr).
There is a way to the previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Saving game...
Saving done.
Character control switched to worm that walks (servant of Drem).
Worm that walks (servant of Drem) deactivates Infestation.
Worm that walks (servant of Drem) activates Infestation.
Worm that walks (servant of Drem) deactivates Worm that Walks Link.
Worm that walks (servant of Drem) activates Worm that Walks Link.
Worm that walks (servant of Drem) deactivates Ruin.
Worm that walks (servant of Drem) activates Ruin.
Worm that walks (servant of Drem) wears (replacing Belotha the Taintbreak (2 def, 4 armour)): Deepstrial (0 def, 7 armour).

















































