









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Cleaner Item Descriptions 1.7.0Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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:
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. More Sounds 1.7.6This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following: [Status Effects] [Infusions/Runes] [Other] More will be added as I play more. All sounds are fully original and created by me. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Anorithil |
| Level / Exp | 21 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Guletira the warg at level 13 on the 45th Profit 122nd year of Ascendancy at 10:38 / 2Killed by Adorida the gigantic corrosive tunneler at level 21 on the 19th Loss 122nd year of Ascendancy at 06:17 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 69 (base 50) |
| Willpower | 12 (base 10) |
| Cunning | 47 (base 42) |
Resources
| Life | -109/529 |
| Positive | 27/110 |
| Negative | 37/110 |
| Healing Factor | 1.2783363011315 |
| Regeneration | 0.31958407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.5543122344752E-13% |
| Spell | -5.5511151231258E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 31 |
| Crit Chance | 21% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Acid | +17% |
| Light | +16% |
| Temporal | +26% |
| Darkness | +19% |
| Arcane | +34% |
| Fire | +28% |
| All | +6% |
Offense: Damage Penetration
| Arcane | +5% |
| Darkness | +20% |
| Light | +10% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 7 |
| Physical Save | 15 |
| Spell Save | 24 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 25%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 25%( 70%) |
| Light | + 42%( 70%) |
| Fire | + 39%( 70%) |
| Mind | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 44% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 270 damage for 6 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 42 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 742% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 156.08 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 Shax 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * '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 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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bear paw. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Duathelrain' (0 def, 8 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Spellpower +20 (+5 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Armor +8 Fatigue +3% Resistance +3% darkness +7% fire +9% mind +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Eilineyath the hardened leather cap (15 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +3 Defense +15 (+7 eff.) Fatigue +3% Resistance +6% light +10% cold Life +60.00 Healmod +15% Pinning Resist +10% other ------- Breathe water A cap made of leather. |
| Tool | soothing dwarven-steel torque of psionic shield [power 69] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 48. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) Confus Resist +24% Rings make your fingers look great! |
| On fingers | Galondil the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +11% acid +10% fire +9% temporal Accuracy +9 (+5 eff.) defense ------ Resistance +22% acid +20% fire Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
| Around waist | rough leather belt 'Hellgasher'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +5 Mag +2 Con offense ------ Damage +3% mind +12% fire Ignore resists +10% mind defense ------ Life +34.00 A belt that goes around your waist. |
| In main hand | Amyran the ash magestaff (111% power, 3 apr, arcane element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +4% Physical Power +6 (+3 eff.) Spellpower +12 (+3 eff.) Damage +15% arcane Accuracy +7 (+4 eff.) On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Defense +13 (+6 eff.) Resistance +3% blight +6% fire +5% arcane other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 98.77 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | iron gauntlets 'Sootward' (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Mag offense ------ Spell Crit +3% Ignore resists +10% darkness +5% arcane Accuracy +6 (+3 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Armor +1 Fatigue +1% Physical save +6 (+5 eff.) Mind save +6 (+3 eff.) Disarm Resist +21% other ------- Mana-on-crit +2.00 Unarmed combat: Weapon Damage 104% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Perfect Control level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | timebroken woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +16 (+4 eff.) Damage +11% temporal +13% arcane +6% all defense ------ Resistance +9% all other ------- Max mana +16.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Yvybrema the Radiancefiend (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Critical power +20.00% Damage +13% darkness Ignore resists +10% darkness +10% light Accuracy +10 (+5 eff.) defense ------ Defense +2 (+1 eff.) Resistance +15% darkness Stealth +14 Unlife -80.00 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 | copper amulet 'Ravenstoker'0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ When Hit 4 mind On-Hit (Melee): * 10% chance to reduce damage dealt by 14% * 20% chance to reduce all saves and defense by 16 defense ------ Resistance +3% acid Amulets make your neck look great! |
Inventory
acid wave rune (damage 61; dur 4; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 60.84 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 39; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 39 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Flamehunt the copper ring =LIGHTNING RES=0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% lightning Ignore resists +15% mind defense ------ Resistance +20% lightning other ------- Hate-on-crit +1.00 Max hate +6.00 Rings make your fingers look great! |
warrior's copper ring =3 STR=0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
Chetofast0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +8 (+4 eff.) Damage +11% nature On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +5 (+2 eff.) Fatigue -5% Resistance +22% nature Unlife -60.00 life other ------- Encumbrance +24 Rings make your fingers look great! |
ash magestaff 'Ivatta' (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Critical power +10.00% Spellpower +6 (+1 eff.) Spellpower/crit +2 Damage +15% darkness defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Daimudas' (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +2% Spellpower +17 (+4 eff.) Damage +15% darkness Ignore Shields +11% defense ------ Defense +34 (+15 eff.) Resistance +8% darkness Shield Power +7% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of fate (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +12.00% Spellpower +6 (+1 eff.) Damage +15% darkness defense ------ Physical save +7 (+6 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew starstaff of illumination (120% power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane/Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Spellpower/crit +5 Damage +20% light defense ------ Defense +8 (+4 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 133.01 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's dwarven-steel greatmaul (152% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 152% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic level 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 28 While equipped: defense ------ Disease Resist +14% Massive two-handed mauls. |
warbringer's dwarven-steel greatsword of massacre (159% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Weapon Damage 160% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +10 (+5 eff.) Ignore resists +7% physical defense ------ Disarm Resist +21% Massive two-handed swords. |
arcing dwarven-steel longsword of daylight (123% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +7 light Damage Against +9% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 99 damage Sharp, long, and deadly. |
Ravenwake the dwarven-steel mace (129% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Nature Weapon Damage 130% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +10 nature While equipped: offense ------ Damage +9% nature When Hit 2 lightning 4 darkness On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +15% darkness Blunt and deadly. |
Umbrawreath (126% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 127% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +4 darkness While equipped: Stats +2 Wil defense ------ Resistance +12% darkness Crit Resistance 10.00% other ------- Infravision +3 One-handed war axes. |
Rainkiss the dwarven-steel waraxe (118% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 lightning On-crit, radius 2 +8 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con offense ------ Physical Crit +8.0% defense ------ Resistance +15% cold other ------- Light +3 Infravision +3 One-handed war axes. |
acidic dwarven-steel dagger of massacre (124% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Weapon Damage 124% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 Sharp, short and deadly. |
Phlegmknight the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Damage +9% nature +21% mind When Hit 4 nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 16 defense ------ Resistance +8% blight +6% mind +3% light +9% all Life +47.00 Life Regen +2.70 Healmod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
impenetrable dwarven-steel mail armour of the deep (3 def, 16 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Nature/Master While equipped: defense ------ Armor +16 Defense +3 (+1 eff.) Fatigue +12% Resistance +7% acid +5% cold other ------- Breathe water A suit of armour made of mail. |
hardened dwarven-steel plate armour of fire resistance (0 def, 17 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego+] Master While equipped: defense ------ Armor +17 Fatigue +22% Resistance +7% acid +7% physical +6% cold +8% lightning +25% fire A suit of armour made of metal plates. |
nightruned rough leather belt of unlife =WATER=1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Tarrigamnir the Sungash (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% acid Ignore resists +15% light +5% acid defense ------ Defense +2 (+1 eff.) Resistance +9% acid +18% light Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Polissra' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +6% acid +12% mind Ignore resists +10% mind On-Hit (Melee): * 10% chance to reduce armor by 38% defense ------ Armor +3 Resistance +7% lightning +10% temporal +12% mind A pair of boots made of leather. |
Galewither (0 def, 1 armour) =3 STR=1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Mind Crit +4% Physical Power +6 (+3 eff.) Damage +3% lightning Ignore resists +5% lightning defense ------ Armor +1 Resistance +3% lightning +3% darkness +3% blight Unarmed combat: Weapon Damage 100% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Galirach' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Dex offense ------ Spellpower/crit +8 On-Hit 6 mind Damage +9% blight +3% physical +4% mind Ignore resists +5% blight defense ------ Armor +1 Resistance +6% mind other ------- Max stamina +10.00 Unarmed combat: Weapon Damage 90% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 mind On Hit: 20% Psychic Lobotomy level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Fatigue +3% Mind save +6 (+3 eff.) Life +40.00 Unarmed combat: Weapon Damage 124% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +4 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Battle Shout level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Blazegasher' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Mag offense ------ Damage +11% acid defense ------ Defense +1 (+0 eff.) Resistance +16% acid Crit Resistance 5.00% Silence Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +1 A pointy cloth hat, very wizardly... |
rough leather cap of the depths (0 def, 1 armour) =WATER=2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% cold other ------- Breathe water A cap made of leather. |
hardened leather cap 'Bregudodar' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +6% acid Ignore resists +20% acid On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Armor +3 Fatigue +3% Resistance +8% lightning +9% temporal other ------- EQ when Hit +0.24 Hate-on-crit +4.00 A cap made of leather. |
dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate0.0 Encumbrance 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. |
12 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
432 alchemist agate0.0 Encumbrance 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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
crystalomancer's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +2 Mag offense ------ Spell Crit +5% other ------- Max mana +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing yew wand of conjuration [power 215] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Fire a magical bolt dealing 228 lightning damage Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Gotunal the Drem Anorithil level 10
6th Profit 122nd year of Ascendancy at 21:08 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gotunal the Drem Anorithil level 10
6th Profit 122nd year of Ascendancy at 21:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Gotunal the Drem Anorithil level 20
30th Dearth 122nd year of Ascendancy at 03:53 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Gotunal the Drem Anorithil level 9
26th Voratun 122nd year of Ascendancy at 11:55 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Gotunal the Drem Anorithil level 10
18th Profit 122nd year of Ascendancy at 07:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gotunal the Drem Anorithil level 15
18th Wealth 122nd year of Ascendancy at 03:02 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Gotunal the Drem Anorithil level 13
45th Profit 122nd year of Ascendancy at 10:38 see stats
Log
Gotunal hits Something for 343 light, 343 light (686 total damage).
Gotunal hits Adorida the gigantic corrosive tunneler for (12 flat reduction), 217 light (217 total damage).
Adorida the gigantic corrosive tunneler uses Blinding Speed.
Adorida the gigantic corrosive tunneler speeds up.
Adorida the gigantic corrosive tunneler rushes out!
Adorida the gigantic corrosive tunneler starts to bleed black blood.
Gotunal is dazed!
Adorida the gigantic corrosive tunneler hits Gotunal for 198 physical, 3 fire (201 total damage).
Melee retaliation hits Adorida the gigantic corrosive tunneler for (4 flat reduction), 0 mind, (12 flat reduction), 1 darkness, (12 flat reduction), 12 light (13 total damage).
--------------------------------
Gotunal casts Circle of Shifting Shadows.
Gotunal casts Circle of Sanctity.
Gotunal's spell attains critical power!
Gotunal casts Circle of Warding.
Gotunal casts Rune: Shatter Afflictions.
Gotunal is not dazed anymore.
A shield forms around Gotunal.
Gotunal casts Mind Blast.
Adorida the gigantic corrosive tunneler wanders around!
Gotunal hits Adorida the gigantic corrosive tunneler for (12 flat reduction), 63 darkness (63 total damage).
Adorida the gigantic corrosive tunneler uses Perfect Strike.
Adorida the gigantic corrosive tunneler aims carefully.
Adorida the gigantic corrosive tunneler throws two quick punches.
Your shield crumbles under the damage!
The shield around Gotunal crumbles.
Adorida the gigantic corrosive tunneler performs a melee critical strike against Gotunal!
Adorida the gigantic corrosive tunneler hits Gotunal for (42 absorbed), 117 physical, 3 fire, 316 physical (436 total damage).
Melee retaliation hits Adorida the gigantic corrosive tunneler for (2 flat reduction), 0 mind, (12 flat reduction), 1 darkness, (12 flat reduction), 12 light, (4 flat reduction), 0 mind, (12 flat reduction), 1 darkness, (12 flat reduction), 12 light (25 total damage).
Gotunal the level 21 drem anorithil was mauled to death by Adorida the gigantic corrosive tunneler on level 1 of Sandworm lair.





























































































