









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Sapper 1.7.4DescriptionThis addon adds the Sapper as a playable class. As it is a Tinker, it will require Embers of Rage DLC to work. Sappers use their knowledge of steam weaponry to build construct that will fight your foes and destroy the walls of their lair. They have 9 class trees, including 4 locked ones : - Trapping (locked) They have 6 generic trees : DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&t=50995 Creditshttp://game-icons.net/ for all the talent and effect icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.2.1 : 1.2.0 : 1.1.0 : 1.0.2 : 1.0.1 : 1.0.0 : release ! Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Banished 1.7.2Adds the Banished, an afflicted class that pours its hate into its arrows and shadowy powers. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Barachi -- Playable Race 1.6.7Adds Barachim, a froglike race, as a playable race selectable in all campaigns. They have been adapted from their original appearance in Dungeon Crawl: Stone Soup in order to better gel with ToME's gameplay and lore. Barachim are stationary fighters with an innate aptitude for handling the fundamental elements of Fire, Cold, Acid, and Lightning. The more they use a specific element, the more attuned they become to it, increasing their power dramatically as an encounter goes on. They can further use their attunement to the elements to stoke the faint vestige of divine power they still possess, enhancing their ability to use talents; the most powerful barachim can summon a bountiful fountain of water to heal and purify their bodies and drench their enemies. However, they suffer a 30% movement speed penalty when on dry land, relying primarily on their Leapfrog talent to hop around the battlefield and reposition themselves. Barachi are best suited as tanks or elemental casters, staking out a position on the battlefield and steadily building momentum as they manipulate the elements to their advantage, shrugging off their foes' attacks and retaliating with an accelerating barrage of specialised combat abilities that tip the scales increasingly in their favour. Humility and hardship forge truly indomitable wills, adventurer. Through fire and flood, darkness and blood, we remain. Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Mindslinger 1.6.2Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. 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.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 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:
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:
White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Evoker 1.7.2This adds a new Evoker class which is both corrupted and cursed (though it shows up under Defilers). They are a magic class that does blight damage and evokes a demon to serve you. It is possible for you and your demons to help or hurt each other with some spells and skills. Learning how to work with and around your minions will be key. NOTE: This addon requires that you have the Ashes DLC active. https://github.com/Werekracken/tome-evoker ---Generic talents -Cursed/Diabolical: Demonic Pulse: Demon Portal: Speed Demon: Abyssal Shield: ---Class talents -Corruption/Demon Summons: Summon Demon: Demon Unity: Flame Fury: Improved Summoning: ---Changelog v1.1.0 v1.2.0 v1.2.1 v1.2.2 v1.2.3 v1.2.4 v1.2.5 Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Calligrapher 1.7.4Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink. Planned changes: I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch |
| Campaign | Maj'Eyal |
| Mode | Normal Semi-Roguelike (barbecue) |
| Sex | Male |
| Race | Barachi |
| Class | Wisp |
| Level / Exp | 16 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 16 on the 50th Haze 122nd year of Ascendancy at 09:17 / 1 |
Primary Stats
| Strength | 25 (base 12) |
| Dexterity | 55 (base 43) |
| Constitution | 8 (base 8) |
| Magic | 14 (base 10) |
| Willpower | 44 (base 31) |
| Cunning | 20 (base 13) |
Resources
| Life | -28/322 |
| Psi | 17/134 |
| Healing Factor | 1.0895910630513 |
| Regeneration | 0.27239776576283 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 27.388114253578 |
| See Invisible | 29.388114253578 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 60 |
| Crit Chance | 18% |
| APR | 5 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +6% |
| Physical | +5% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 12 (38.594633868923%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 26 |
| Mental Save | 26 |
Defense: Resistances
| Cold | + 3%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 5%( 70%) |
| Nature | + 13%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 18%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Bleed Resistance | 40% |
| Pinning Resistance | 22% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 576% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Psychic Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Noumena | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Psychic Marksman | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Psionic / Idol | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Mindshaped Materials | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Barachi | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed chunk of ghoul flesh. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | [vs. Pureoath the pair of iron boots (0 def, 3 armour) (On feet)]Pureoath the pair of iron boots (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3(-) Cun +4(-) Wil offense ------ Mindpower +5 (+2 eff.) (-) defense ------ Armor +3 (-) Fatigue +2% (-) Resistance +3%(-) nature Physical save +5 (+4 eff.) (-) Spell save +6 (+3 eff.) (-) Mind save +5 (+2 eff.) (-) other ------- Max hate +10.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | [vs. storming quiver of elm arrows of crippling (19/23, 57.6 damage (108% power), 1.4x range, 5 apr) (Quiver)]storming quiver of elm arrows of crippling (19/23, 57.6 damage (108% power), 1.4x range, 5 apr) 3.0 Encumbrance T1 arrow ammo Reqs Dex 11 [Ego+] Nature/Master Weapon Damage 108% Range: 1.0x-1.4x Uses 50% Wil, 70% Dex Damage Physical Mastery Arrow Accelerator Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 (-) Critical Rate +10.0% (-) Capacity 23 (-) On-ranged-hit +12(-) lightning On-crit, radius 2 +8(-) lightning On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
| Light source | [vs. Saluna the brass lantern (Light source)]Saluna the brass lantern 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2(-) Cun +3(-) Dex defense ------ Resistance +3%(-) light Spell save +6 (+3 eff.) (-) Mind save +6 (+3 eff.) (-) other ------- Light +3 (-) See Stealth +6 (-) See Invisibility +8 (-) 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 | [vs. rough leather cap of dexterity (+3) (0 def, 1 armour) (On head)]rough leather cap of dexterity (+3) (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3(-) Dex defense ------ Armor +1 (-) Fatigue +1% (-) A cap made of leather. |
| Tool | [vs. Flashraider [power 110] (15/15 cooldown) (Tool)]Flashraider [power 110] (15/15 cooldown) 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5%(-) lightning +5%(-) light When Hit 2(-) lightning defense ------ Resistance +6%(-) light +3%(-) darkness Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. Sleetwyrd (On fingers, 1 of 2)]Sleetwyrd 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3(-) Dex +3(-) Wil offense ------ Damage +6%(-) light defense ------ Fatigue -5% (-) Resistance +3%(-) cold other ------- Encumbrance +20 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. Sleetwyrd (On fingers, 1 of 2)]marksman's copper ring of tenacity 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2(-1) Dex +0(-3) Wil offense ------ Damage +0%(-6%) light Accuracy +4 (+1 eff.) defense ------ Fatigue +0% (+5%) Resistance +0%(-3%) cold Life +21.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +21% other ------- Encumbrance +0 (-20) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. grounding rough leather belt (Around waist)]grounding rough leather belt 1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6%(-) lightning +5%(-) temporal A belt that goes around your waist. |
| In main hand | [vs. Surefire (In main hand)]Surefire 4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Wil Damage Physical Mastery Arrow Accelerator Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% (-) Range +9 (-) While equipped: Stats +3(-) Dex offense ------ Physical Crit +5.0% (-) Damage +5%(-) physical Accuracy +12 (+4 eff.) (-) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | [vs. Wyrmbreath (0 def, 4 armour) (On hands)]Wyrmbreath (0 def, 4 armour) 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5(-) Wil offense ------ Damage +10%(-) fire defense ------ Armor +4 (-) Resistance +18%(-) fire +10%(-) darkness +10%(-) nature Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 (-) Critical Rate +1.0% (-) Attack Speed 100% (-) On-hit +10(-) fire Damage Conversion 50%(-) fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 128.27 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | [vs. prismatic cured leather armour of lightning resistance (6 def, 4 armour) (Main armor)]prismatic cured leather armour of lightning resistance (6 def, 4 armour) 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Arcane/Master While equipped: defense ------ Armor +4 (-) Defense +6 (+2 eff.) (-) Fatigue +7% (-) Resistance +15%(-) lightning +10%(-) light +11%(-) darkness A suit of armour made of leather. |
| Cloak | [vs. enveloping linen cloak of the Shaloren (6 def, 0 armour) (Cloak)]enveloping linen cloak of the Shaloren (6 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1(-) Mag +1(-) Wil defense ------ Defense +6 (+2 eff.) (-) Physical save +5 (+4 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 | [vs. grounding copper amulet of healing (Around neck)]grounding copper amulet of healing 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10%(-) lightning Healmod +11% (-) Cut Resist +40% (-) Stun Resist +22% (-) Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
[vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 360; 12 cd)] (on body)]regeneration infusion of the wizard (heal 116; 16 cd) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 116 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. grounding copper amulet of healing (Around neck)]steel amulet of the eclipse 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 7 light 5 darkness Damage +7% light +5% darkness When Hit: * 6% chance to reduce damage dealt by 19% * 7% chance to blind defense ------ Resistance +0%(-10%) lightning Healmod +0% (-11%) Cut Resist +0% (-40%) Stun Resist +0% (-22%) Amulets make your neck look great! |
[vs. Sleetwyrd (On fingers, 1 of 2)]wizard's copper ring of perseverance 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +0(-3) Dex +3 Mag +0(-3) Wil offense ------ Damage +0%(-6%) light defense ------ Fatigue +0% (+5%) Resistance +0%(-3%) cold Spell save +6 (+3 eff.) Life Regen +1.00 Stun Resist +21% other ------- Encumbrance +0 (-20) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Surefire (In main hand)]balanced iron mace of massacre (18.6 damage (118% power), 1.4x range, 2 apr) 3.0 Encumbrance T1 mace 1H weapon Reqs Str 11 [Ego] Master Weapon Damage 118% (+52%) Range: 1.0x-1.4x (+0.3x) Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% (-5%) Range +0 (-9) While equipped: Stats +0(-3) Dex offense ------ Physical Crit +0.0% (-5.0%) Damage +0%(-5%) physical Accuracy +5 (+2 eff.) (-7 (-2 eff.)) defense ------ Defense +5 (+1 eff.) Disarm Resist +23% Blunt and deadly. |
[vs. Surefire (In main hand)]runic ash longbow 4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Wil Damage Physical Mastery Arrow Accelerator Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% (-5%) Range +7 (-2) On Hit: 10% Arcane Vortex level 2 While equipped: Stats +0(-3) Dex +2 Mag offense ------ Physical Crit +0.0% (-5.0%) Spellpower +8 (+7 eff.) Damage +9% arcane +0%(-5%) physical Accuracy +0 (+0 eff.) (-12 (-4 eff.)) Longbows are used to shoot arrows at your foes. |
[vs. Surefire (In main hand)]mighty cured leather sling of lightning 4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% (-5%) Range +7 (-2) On-ranged-hit +7 lightning While equipped: Stats +2 Str +0(-3) Dex offense ------ Physical Crit +0.0% (-5.0%) Physical Power +8 (+4 eff.) Damage +9% lightning +0%(-5%) physical Accuracy +0 (+0 eff.) (-12 (-4 eff.)) Slings are used to hurl stones or metal shots at your foes. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 25 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
icy steel shield (0 def, 4 armour, 40.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 cold When Hit 7 ice defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
[vs. prismatic cured leather armour of lightning resistance (6 def, 4 armour) (Main armor)]steel plate armour of acid resistance (0 def, 9 armour) 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Master While equipped: defense ------ Armor +9 (+5) Defense +0 (+0 eff.) (-6 (-2 eff.)) Fatigue +22% (+15%) Resistance +17% acid +0%(-11%) darkness +0%(-10%) light +0%(-15%) lightning A suit of armour made of metal plates. |
[vs. grounding rough leather belt (Around waist)]insulating rough leather belt 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +0%(-6%) lightning +6% fire +0%(-5%) temporal +5% cold A belt that goes around your waist. |
[vs. enveloping linen cloak of the Shaloren (6 def, 0 armour) (Cloak)]enveloping linen cloak of battle (7 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +0(-1) Mag +0(-1) Wil offense ------ Physical Crit +2.0% Physical Power +1 (+1 eff.) defense ------ Defense +7 (+2 eff.) (+1 (+0 eff.)) Fatigue -3% Physical save +6 (+5 eff.) (+1 (+1 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Pureoath the pair of iron boots (0 def, 3 armour) (On feet)]blood-soaked pair of hardened leather boots (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +0(-3) Cun +0(-4) Wil offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) Mindpower +0 (+0 eff.) (-5 (-2 eff.)) Ignore Armor +7 defense ------ Armor +3 (-) Fatigue +0% (-2%) Resistance +0%(-3%) nature Physical save +0 (+0 eff.) (-5 (-4 eff.)) Spell save +0 (+0 eff.) (-6 (-3 eff.)) Mind save +0 (+0 eff.) (-5 (-2 eff.)) other ------- Max hate +0.00 (-10.00) A pair of boots made of leather. |
[vs. Wyrmbreath (0 def, 4 armour) (On hands)]temporal hardened leather gloves of strength (+2) (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str +0(-5) Wil offense ------ Physical Power +10 (+4 eff.) On-Hit 6 temporal On-Ranged-Hit 7 temporal Damage +0%(-10%) fire +3% temporal defense ------ Armor +2 (-2) Resistance +0%(-10%) nature +0%(-18%) fire +0%(-10%) darkness +7% temporal Unarmed combat: Weapon Damage 121% (+4%) Range: 1.0x-1.1x (+0.0x) Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 (-4) Critical Rate +3.0% (+2.0%) Attack Speed 100% (-) On-hit +0(-10) fire Damage Conversion 0%(-50%) fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Wyrmbreath (0 def, 4 armour) (On hands)]temporal dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex +0(-5) Wil offense ------ On-Hit 5 temporal On-Ranged-Hit 8 temporal Damage +0%(-10%) fire +5% temporal Accuracy +12 (+3 eff.) defense ------ Armor +2 (-2) Fatigue +3% Resistance +0%(-10%) nature +0%(-18%) fire +0%(-10%) darkness +6% temporal Unarmed combat: Weapon Damage 121% (+4%) Range: 1.0x-1.4x (+0.3x) Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 (+2) Critical Rate +12.0% (+11.0%) Attack Speed 83% (-17%) On-hit +0(-10) fire Damage Conversion 0%(-50%) fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. rough leather cap of dexterity (+3) (0 def, 1 armour) (On head)]linen wizard hat 'Adylaith' (6 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +0(-3) Dex defense ------ Armor +0 (-1) Defense +6 (+2 eff.) Fatigue +0% (-1%) Resistance +5% arcane Mind save +24 (+12 eff.) Life Regen +2.00 Pinning Resist +20% A pointy cloth hat, very wizardly... |
[vs. rough leather cap of dexterity (+3) (0 def, 1 armour) (On head)]cleansing rough leather cap of strength (+2) (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Str +0(-3) Dex defense ------ Armor +1 (-) Fatigue +1% (-) Resistance +5% nature +7% blight A cap made of leather. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Flashraider [power 110] (15/15 cooldown) (Tool)]Belavena the Rimeorder (dig speed 38 turns) 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% blight +15% cold +0%(-5%) light +0%(-5%) lightning When Hit 0(-2) lightning On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 defense ------ Fatigue -4% Resistance +9% cold +0%(-6%) light +0%(-3%) darkness While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Flashraider [power 110] (15/15 cooldown) (Tool)]woodsman's iron pickaxe (dig speed 38 turns) 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature Ignore resists +0%(-5%) lightning +0%(-5%) light When Hit 0(-2) lightning defense ------ Resistance +0%(-3%) darkness +11% nature +0%(-6%) light While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
[vs. Flashraider [power 110] (15/15 cooldown) (Tool)]Telekinetic Core 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+2 eff.) Mindpower +3 (+2 eff.) Damage +6% physical Ignore resists +0%(-5%) lightning +0%(-5%) light When Hit 0(-2) lightning defense ------ Resistance +5% physical +0%(-6%) light +0%(-3%) darkness Physical save +12 (+6 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 53 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Casghfin the Barachi Wisp level 13
20th Dusk 122nd year of Ascendancy at 13:02 see stats
Level 10
Got a character to level 10.By Casghfin the Barachi Wisp level 10
10th Mirth 122nd year of Ascendancy at 14:01 see stats
The Arena
Unlocked Arena mode.By Casghfin the Barachi Wisp level 9
4th Mirth 122nd year of Ascendancy at 21:40 see stats
Log
Worm that walks is crippled.
Casghfin's Shoot hits Worm that walks for 52 physical, 26 lightning, 16 physical, 17 lightning (110 total damage).
Casghfin shoots!
Casghfin's Shoot hits Worm that walks for 28 physical, 26 lightning, 16 physical (69 total damage).
Epidemic from Worm that walks hits Casghfin for 48 blight damage.
Worm that walks casts Acid Strike.
Worm that walks misses Casghfin.
Worm that walks misses Casghfin.
The diseases of worm that walks spread!
The diseases of worm that walks spread!
Casghfin has temporarily forgotten Dig for 3 turns!
Worm that walks misses Casghfin.
Worm that walks hits Casghfin for 14 blight, 17 blight, 42 lightning (72 total damage).
Melee retaliation hits Worm that walks for 2 lightning damage.
Worm that walks receives 7 healing from Ruin.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Casghfin uses Leapfrog.
Casghfin slows down.
Epidemic from Worm that walks hits Casghfin for 40 blight damage.
Worm that walks seems more focused.
Casghfin activates his Flashraider!
Casghfin receives 47 healing.
Worm that walks casts Drain.
Worm that walks hits Casghfin for 146 blight damage.
Casghfin the level 16 barachi wisp was diseased to death by a worm that walks on level 4 of Old Forest.

















































