















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 21 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 3 on the 76th Pyre 122nd year of Ascendancy at 09:52 0 / 6Killed by Ayoatu the thalore at level 18 on the 11st Haze 122nd year of Ascendancy at 22:36 Killed by Vorerianne the dredgling at level 18 on the 73rd Haze 122nd year of Ascendancy at 15:55 Killed by Glerin the brown bear at level 18 on the 74th Haze 122nd year of Ascendancy at 00:37 Killed by Ivowyn the fire drake at level 19 on the 74th Haze 122nd year of Ascendancy at 09:38 Killed by Polima the sandworm at level 21 on the 15th Regrowth 123rd year of Ascendancy at 13:07 |
Primary Stats
| Strength | 21 (base 12) |
| Dexterity | 32 (base 31) |
| Constitution | 16 (base 12) |
| Magic | 39 (base 38) |
| Willpower | 21 (base 15) |
| Cunning | 42 (base 27) |
Resources
| Mana | 0/355 |
| Psi | 101/111 |
| Life | -165/546 |
| Positive | 72/110 |
| Stamina | 138/188 |
| Steam | 66/100 |
| Healing Factor | 1.2645771506545 |
| Regeneration | 2.8452985889726 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 38 |
| Crit Chance | 15% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 31 |
| Crit Chance | 18% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +22% |
| Acid | +6% |
| Fire | +3% |
| Cold | +11% |
| Physical | +8% |
| Mind | +9% |
| Nature | +40% |
Offense: Damage Penetration
| Light | +5% |
| Physical | +5% |
| Fire | +5% |
| Arcane | +15% |
| Mind | +20% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 34 (35.65183292883%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 12 |
| Spell Save | 20 |
| Mental Save | 28 |
Defense: Resistances
| Darkness | + 30%( 70%) |
| Lightning | + 70%( 70%) |
| Nature | + 16%( 70%) |
| Temporal | + 43%( 70%) |
| Blight | + 11%( 70%) |
| Acid | + 3%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Bleed Resistance | 50% |
| Knockback Resistance | 24% |
| Stun Resistance | 0% |
| Pinning Resistance | 22% |
| Poison Resistance | 70% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 415% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 44 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Reflexes | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
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 failed to protect the lone alchemist from death by Lisymina the giant lightning ant. Escort: lone alchemist (level 2 of Old Forest) | failed |
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 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. * 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 hummerhorn wing. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed length of troll intestine. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed black mamba head. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed red crystal shard. * You've found the needed bear paw. | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | steel steamgun 'Corpsewake'4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +16 acid +12 light Uses 2.0 Steam While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% acid Res.pen +5% light On Hit (Ranged): * 20% chance to slow global speed by 44% ----- def ----- Resists +3% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Quiver | pouch of iron shots 'Coalpulverizer' (19/22, 118% power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 119% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 22 Ranged+ +4 darkness +12 cold On Hit.r1 +16 darkness +8 cold On Crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Shots are used with slings to pummel your foes to death. |
| On hands | Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 16 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 49 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
| Light source | Migas2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% ----- def ----- Resists +3% lightning +6% temporal Max.HP +82.00 HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | grounding cashmere wizard hat of lightning (+23%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +2 (+1 eff.) Resists +23% lightning +7% temporal A pointy cloth hat, very wizardly... |
| On feet | Galadodil the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +4 Con ----- def ----- Armour +3 Fatigue +2% Resists +6% blight Max.HP +60.00 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Duathelspiker the iron torque of gale force [power 105] (34/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str ----- def ----- Blind- +20% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 113 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Alythad the Barkfurnace0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag +1 Wil dps ---------- Mind.crit +2% Dmg.mod +9% mind ----- def ----- Resists +3% nature Max.HP +20.00 Disarm- +22% Pinning- +22% Knockbk- +24% ---------- misc Hate/m.crit +4.00 Rings make your fingers look great! |
| On fingers | warrior's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +6 Resists +22% lightning Rings make your fingers look great! |
| Around neck | Rainkiller the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% nature Res.pen +15% arcane +15% nature ----- def ----- Heal.mod +21% Cut- +50% ---------- misc Max.mana +80.00 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 145 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Duvehad the Gloompall4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 draining blight +16 darkness +7 cold On Crit.r2 +8 darkness Uses 2.0 Steam While equipped: dps ---------- Steampwr +6 (+3 eff.) Dmg.mod +11% cold +8% physical +3% fire Res.pen +5% fire ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +5% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 163.11 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | Elenizilanarihad the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 19 ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +3% temporal Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Balyvor' (32 def, 18 armour)9.0 T5 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +2 Wil dps ---------- Melee+ 8 darkness Ranged+ 7 darkness Res.pen +20% mind Melee Ret 2 acid ----- def ----- Armour +18 Defense +32 (+11 eff.) Fatigue +8% Resists +24% lightning +27% temporal +30% darkness +3% acid Mind.save +15 (+8 eff.) Def/telep +23 Res/telep +27% Dur/telep +20% Blink to a nearby random location (rad 14) Puts all charms on 25 cooldown A suit of armour made of leather. |
Inventory
wild infusion (res 15%; physical; dur 4; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
solipsist's gold ring of misery =+5 Wil=0.1 T3 ring jewelry [Ego++] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 14 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 19 On Hit (Ranged): * 13% chance to reduce all saves and defense by 19 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+4 eff.) Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
dwarven-steel dagger of shearing (125% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 125% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% all Acc +10 (+4 eff.) Apr +8 Sharp, short and deadly. |
steel dagger of evisceration (114% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 114% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +5 (+3 eff.) Sharp, short and deadly. |
truestriking dwarven-steel dagger (118% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 119% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +8 (+3 eff.) Apr +8 Sharp, short and deadly. |
truestriking stralite greatsword of massacre (170% power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Power 170% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +23 (+8 eff.) Apr +12 Massive two-handed swords. |
Zerochak the steel mace (118% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Str +3 Dex +2 Wil dps ---------- Phys.crit +6.0% Phys.pwr +6 (+3 eff.) Dmg.mod +3% acid Res.pen +6% all Acc +15 (+6 eff.) Apr +7 ----- def ----- Defense +7 (+2 eff.) Disarm- +24% Blunt and deadly. |
Crystal Shard (120% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+7 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Flashpoint4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 130% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
dwarven-steel steamsaw of shearing (125% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Master/Steamtech Power 126% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 Uses 1.0 Steam While equipped: dps ---------- Res.pen +7% all Acc +11 (+4 eff.) Apr +10 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Camimanik the Glowpain1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) Res.pen +15% light Melee Ret 4 acid ----- def ----- Resists +6% light Spell.save +6 (+3 eff.) Stun/Frz- +10% ---------- misc Light +3 Size +1 A belt that goes around your waist. |
Kheluregolen =Stn +20%=1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Defense +20 (+7 eff.) Resists +6% lightning +6% temporal Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
Aerama (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Res.pen +10% mind ----- def ----- Defense +1 (+0 eff.) Die.at -20.00 life Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phlegmquake the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +12% blight +10% temporal +3% nature +14% physical Res.pen +5% nature Melee Ret 2 fire ----- def ----- Resists +14% physical +12% blight +10% temporal +6% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+9 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Elenogahek (0 def, 3 armour) =+6 STR +3 CON=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +3 Con dps ---------- Crit.mult +10.00% Phys.pwr +5 (+3 eff.) Mind.pwr +20 (+10 eff.) Dmg.mod +3% mind Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blindarc the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% darkness +12% fire ----- def ----- Defense +2 (+1 eff.) Resists +18% fire ---------- misc Equi/ret +0.08 Psi/ret +0.12 Max.hate +10.00 A pointy cloth hat, very wizardly... |
Lightningjam (10 def, 1 armour) =+def=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +1% Resists +6% lightning +6% fire +6% cold Die.at -20.00 life A cap made of leather. |
Lustrelore (1 def, 0 armour) =10% phys res=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +3% light +10% physical ----- def ----- Defense +1 (+0 eff.) Resists +10% physical ---------- misc Psi/ret +0.08 A pointy cloth hat, very wizardly... |
hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Ivoriaselle' (25 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +25 (+8 eff.) Fatigue +1% Resists +6% lightning +6% temporal +6% mind +3% darkness Spell.save +6 (+3 eff.) Blind- +20% A cap made of leather. |
spellwoven cashmere wizard hat of blight (+13%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +13% blight ----- def ----- Defense +2 (+1 eff.) Resists +13% blight ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
stabilizing hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Phys.save +15 (+11 eff.) A cap made of leather. |
impenetrable dwarven-steel mail armour of stability (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Resists +7% physical Phys.save +13 (+10 eff.) A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
369 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Dayvortex (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +6% light +3% cold Acc +4 (+2 eff.) ----- def ----- Resists +6% acid ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Gleamtooth the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Melee Ret 2 light 2 lightning ----- def ----- Resists +9% light +3% fire Mind.save +5 (+3 eff.) ---------- misc Light +7 See.Stealth +9 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Psyglocke the Cornac Adventurer level 18
1st Haze 122nd year of Ascendancy at 16:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Psyglocke the Cornac Adventurer level 10
38th Dusk 122nd year of Ascendancy at 18:42 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Psyglocke the Cornac Adventurer level 20
78th Haze 122nd year of Ascendancy at 00:06 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Psyglocke the Cornac Adventurer level 18
22nd Haze 122nd year of Ascendancy at 11:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Psyglocke the Cornac Adventurer level 7
1st Mirth 122nd year of Ascendancy at 03:22 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Psyglocke the Cornac Adventurer level 10
42nd Dusk 122nd year of Ascendancy at 11:24 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Psyglocke the Cornac Adventurer level 17
65th Dusk 122nd year of Ascendancy at 09:59 see stats
Log
Psyglocke receives 184 healing.
Cyraba the sandworm's creeping dark hits Psyglocke for 15 darkness damage.
Poison from Psyglocke hits Polima the sandworm for (10 flat reduction), 0 nature (0 total damage).
Burning Phosphorous from Psyglocke hits Polima the sandworm for (7 flat reduction), 0 fire (0 total damage).
Acid Splash from Psyglocke hits Polima the sandworm for (11 flat reduction), 4 acid (4 total damage).
Grappling hits Psyglocke for 0 physical damage.
Polima the sandworm throws a finishing uppercut.
Psyglocke is stunned!
Melee retaliation hits Polima the sandworm for (2 flat reduction), 0 acid (0 total damage).
Polima the sandworm hits Psyglocke for 127 physical, 16 arcane (143 total damage).
Grappled from Polima the sandworm hits Psyglocke for 42 physical damage.
Explosive Saw from Belisema the blue jelly hits Psyglocke for 38 cold damage.
Psyglocke's Rocket Pod misses Polima the sandworm.
Psyglocke's Rocket Pod misses Polima the sandworm.
Psyglocke's Rocket Pod hits Polima the sandworm for (4 flat reduction), 0 fire, (5 flat reduction), 0 fire, (4 flat reduction), 0 acid, (3 flat reduction), 0 light, (3 flat reduction), 0 cold, (2 flat reduction), 0 darkness, (3 flat reduction), 0 darkness, (2 flat reduction), 0 cold (0 total damage).
Psyglocke hits Polima the sandworm for (0 flat reduction), 0 nature, (3 flat reduction), 0 nature, (2 flat reduction), 0 darkness, (0 flat reduction), 0 nature, (0 flat reduction), 0 nature, (3 flat reduction), 0 nature, (2 flat reduction), 0 darkness, (0 flat reduction), 0 nature (0 total damage).
Psyglocke's Rocket Pod hits Polima the sandworm for (4 flat reduction), 0 fire, (5 flat reduction), 0 fire, (6 flat reduction), 0 darkness, (5 flat reduction), 0 cold, (1 flat reduction), 0 blight, (3 flat reduction), 0 darkness, (2 flat reduction), 0 cold (0 total damage).
Melee retaliation hits Psyglocke for 17 arcane, 17 arcane (33 total damage).
Psyglocke uses Psyshot.
You are unable to move!
Polima the sandworm isn't moving as defensively anymore.
Burning Phosphorous from Psyglocke hits Polima the sandworm for (3 flat reduction), 0 fire (0 total damage).
Poison from Psyglocke hits Polima the sandworm for (5 flat reduction), 0 nature (0 total damage).
Acid Splash from Psyglocke hits Polima the sandworm for (7 flat reduction), 0 acid (0 total damage).
Cyraba the sandworm's creeping dark hits Psyglocke for 15 darkness damage.
Polima the sandworm uses Clinch.
Polima the sandworm hits Psyglocke for 65 physical damage.
Melee retaliation hits Polima the sandworm for (1 flat reduction), 0 acid (0 total damage).
Psyglocke the level 21 cornac adventurer was dissected to death by Polima the sandworm on level 1 of Sandworm lair.

































































































