











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 1.7.0Donators/Buyers bonus! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 13 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by Polata the large white snake at level 12 on the 21st Wealth 122nd year of Ascendancy at 11:31 3 / 1 |
Primary Stats
| Strength | 20 (base 13) |
| Dexterity | 16 (base 10) |
| Constitution | 20 (base 13) |
| Magic | 49 (base 39) |
| Willpower | 6 (base 10) |
| Cunning | 24 (base 23) |
Resources
| Life | 526/527 |
| Insanity | 97/100 |
| Healing Factor | 1.2970588855781 |
| Regeneration | 10.181912251788 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 34 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Light | +27% |
| Mind | +30% |
| Darkness | +51% |
| Arcane | +25% |
| Fire | +43% |
| All | +21% |
Defense: Base
| Armour (hardiness) | 17 (35.65183292883%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 19 |
| Mental Save | 21 |
Defense: Resistances
| Arcane | + 13%( 70%) |
| Cold | + 18%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 4%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
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 347 damage for 3 turns. Its effects scale with your Magic stat. |
| 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 69 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. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 420% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| beneficial effect | 7 stacks, +21% to all damage dealt. Chaos Orbs |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * '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 ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Poloba the Sepsisraptor (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 36% * 20% chance to reduce armor by 31% ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane Mind.save +6 (+3 eff.) Max.HP +20.00 HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Ce'Nubreta'2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +1% physical +3% light +3% temporal Max.HP +45.00 ---------- misc Max.stam +30.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Shadecrack the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +21% darkness Melee Ret 2 acid ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal +3% fire A pointy cloth hat, very wizardly... |
| Tool | It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | Dageyon the Sparkravage0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +3 Con ----- def ----- Resists +9% lightning Crit.dmg- 10.00% Phys.save +6 (+3 eff.) ---------- misc Light +1 Rings make your fingers look great! |
| On fingers | Hellfiend the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +22% fire ----- def ----- Resists +3% nature +20% fire Rings make your fingers look great! |
| Around waist | Duskknave the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+3 eff.) Dmg.mod +9% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 10% ----- def ----- Resists +3% darkness +6% fire Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | Polodalle the Blizzardspar (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature On Hit.r1 +12 cold While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Resists +3% cold ---------- misc Max.stam +10.00 One-handed war axes. |
| On hands | heroic rough leather gloves of magic (+3) (0 def, 4 armour)1.0 T1 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +4 Mind.save +6 (+3 eff.) Max.HP +46.00 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. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +34.00 HP.reg +3.60 Heal.mod +10% A suit of armour made of leather. |
| Cloak | Urthukhad the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold +3% light +5% arcane Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ulfirovon the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +2 Dex +2 Mag +1 Cun dps ---------- Dmg.mod +9% mind ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc See.Invis +6 Amulets make your neck look great! |
Inventory
flaming iron battleaxe of crippling (14-20 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego+] Arcane/Master Power 13.5 - 20.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +9 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed battleaxes. |
gifted vined mindstar of life (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +9 (+6 eff.) ----- def ----- Max.HP +18.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar 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. |
nature's mossy mindstar (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Disease- +11% ---------- misc Talents +1 Attune Mindstar 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. |
void walker's elm starstaff (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ----- def ----- Resists +6% darkness +6% temporal Def/telep +7 Res/telep +6% Dur/telep +7% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
nightruned rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% Resists +6% light +6% darkness ---------- misc Max.enc +22 A belt that goes around your waist. |
Stormoath (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +9 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 6 arcane Dmg.mod +8% arcane +3% lightning Acc +15 (+6 eff.) Melee Ret 4 lightning 4 arcane ----- def ----- Armour +2 Resists +5% arcane +3% lightning 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. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
prismatic iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire +11% light +10% darkness A suit of armour made of mail. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
65 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Raih Tentaclewhil the Drem Writhing One level 10
12nd Wealth 122nd year of Ascendancy at 15:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Raih Tentaclewhil the Drem Writhing One level 6
19th Voratun 122nd year of Ascendancy at 13:08 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Raih Tentaclewhil the Drem Writhing One level 12
19th Wealth 122nd year of Ascendancy at 03:52 see stats
Log
Stone golem is unstoppable!
Worm that walks (servant of Raih Tentaclewhil) hits Stone golem for (15 refused), 0 physical, (3 refused), 0 blight, (7 refused), 0 physical, (3 refused), 0 nature, (3 refused), 0 blight, (4 refused), 0 blight, (3 refused), 0 blight, (2 refused), 0 blight, (3 refused), 0 nature, (3 refused), 0 blight (0 total damage).
Stone golem is unstoppable!
Raih Tentaclewhil hits Stone golem for (21 refused), 0 physical, (8 refused), 0 nature, 0 arcane, (16 refused), 0 cold, (48 refused), 0 darkness, 0 arcane (0 total damage).
Raih Tentaclewhil killed Stone golem!
Talent Lash Out is ready to use.
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
You pickup 0.50 gold pieces.
You pickup 0.95 gold pieces.
Raih Tentaclewhil picks up (a.): void walker's elm starstaff (10-12 power, 2 apr, light element).
You pickup 0.60 gold pieces.
Raih Tentaclewhil picks up (a.): flaming iron battleaxe of crippling (14-20 power, 1 apr).
Raih Tentaclewhil picks up (c.): prismatic iron mail armour of fire resistance (2 def, 4 armour).
Raih Tentaclewhil picks up (c.): Stormoath (0 def, 2 armour).
Raih Tentaclewhil picks up (c.): nightruned rough leather belt of carrying.
Raih Tentaclewhil picks up (e.): insulating rough leather cap of constitution (+3) (0 def, 1 armour).
Raih Tentaclewhil picks up (g.): troll-hide cured leather armour (6 def, 4 armour).
Raih Tentaclewhil picks up (b.): nature's mossy mindstar (2-3 power, 12 apr, nature damage).
Raih Tentaclewhil picks up (b.): gifted vined mindstar of life (6-6 power, 18 apr, mind damage).
Talent Constrict is ready to use.
Raih Tentaclewhil wears (replacing rough leather armour 'Cobrapiercer' (3 def, 2 armour)): troll-hide cured leather armour (6 def, 4 armour).
You gain 5.27 gold from the transmogrification of rough leather armour 'Cobrapiercer' (3 def, 2 armour).
Raih Tentaclewhil deactivates Chaos Orbs.
Raih Tentaclewhil activates Chaos Orbs.










































































