Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! ToME Wyrmic Tweaks Mk. II 1.2.3A large series of Wyrmic tweaks, designed to keep the character of the class intact, but also increase its effectiveness and synergy. Infinite500 v2.5g: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.3.0Combines 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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Oozemancer |
| Level / Exp | 44 / 98% |
| Size | small |
| Lifes / Deaths | Killed by Eilinavena the dread at level 22 on the 34th Haze 122nd year of Ascendancy at 05:23 4 / 3Killed by Massok the Dragonslayer at level 31 on the 1st Regrowth 123rd year of Ascendancy at 09:06 Killed by Polilratta the orc cryomancer at level 43 on the 66th Dusk 123rd year of Ascendancy at 17:05 |
| Antimagic | Follower |
Primary Stats
| Strength | 32 (base 8) |
| Dexterity | 50 (base 7) |
| Constitution | 100 (base 51) |
| Magic | 32 (base 9) |
| Willpower | 164.04082322404 (base 65) |
| Cunning | 162.33469974043 (base 60) |
Resources
| Life | 1384/1384 |
| Equilibrium | 88 |
| Healing Factor | 1.56 |
| Regeneration | 10.53 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 27 |
| See Invisible | 27 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 196 |
| Accuracy | 79 |
| Crit Chance | 73% |
| APR | 90 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 202 |
| Accuracy | 79 |
| Crit Chance | 73% |
| APR | 90 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 69% |
| Speed | 1 |
Offense: Mind
| Mindpower | 88 |
| Crit Chance | 86% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 29.1 (38.636363636364%) |
| Defense | 53 |
| Ranged Defense | 61 |
| Fatigue | 20 |
| Physical Save | 80 |
| Spell Save | 71 |
| Mental Save | 77 |
Defense: Resistances
| All | + 15%( 77%) |
Defense: Immunities
| Stun Resistance | 25% |
| Stoning Resistance | 0% |
| Poison Resistance | 72% |
| Blind Resistance | 100% |
| Silence Resistance | 5% |
| Bleed Resistance | 52% |
| Pinning Resistance | 40% |
| Disarm Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 94% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 239 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 388 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1024% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -546 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Moss | 1.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Wild-gift / Slime | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.50 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.50 |
| 1/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Unstoppable Nature |
| talent | Wild Growth |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
| detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 848. | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of faeros ash. * You've found the needed naga tongue. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed sandworm tooth. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed warg claw. * You've found the needed xorn fragment. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Hettaldir the pair of voratun boots (12 def, 5 armour) Hettaldir the pair of voratun boots (12 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +4% Changes stats: +6 Wil / +3 Cun / +6 Con Changes resistances: +2% physical Changes resistances penetration: +8% physical Physical save: +20 (+4 eff.) Mental save: +12 (+3 eff.) Blindness immunity: +10% Silence immunity: +5% Mindpower: +5 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Blindside, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
| Light source | Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +12 Cun / +12 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. Press to compare |
| On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 25 power out of 35/35) : Effective talent level: 3.0 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. Press to compare |
| On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. Press to compare |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 13 power out of 35/35) : Effective talent level: 2.0 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." Press to compare |
| On fingers | Rherand the stralite ring Rherand the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Dex / +3 Cun / +9 Con Grants telepathy: Humanoid/Orc Physical save: +18 (+4 eff.) Disarm immunity: +44% Pinning immunity: +40% Knockback immunity: +44% Life regen: +1.70 Maximum life: +127.00 Healing mod.: +26% Rings can have magical properties. Press to compare |
| On fingers | Boltsting the voratun ring Boltsting the voratun ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +7 Wil / +7 Cun / +10 Con Changes resistances penetration: +15% lightning / +5% mind Changes damage: +9% lightning Physical save: +20 (+4 eff.) Mental save: +6 (+1 eff.) Life regen: +1.80 Equilibrium when hit: +0.08 Psi when hit: +0.04 Maximum life: +96.00 Mindpower: +14 (+2 eff.) Healing mod.: +30% Rings can have magical properties. Press to compare |
| Around neck | Physically Moss Physically MossInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Con / +9 Wil Changes resistances: +9% darkness / +3% temporal Changes resistances cap: +7% all Talent mastery: +0.40 Wild-gift / Moss Reduces incoming crit damage: 10.00% Physical save: +64 (+13 eff.) Spell save: +20 (+5 eff.) Blindness immunity: +15% Life regen: +3.00 Maximum life: +63.00 Mindpower: +2 (+0 eff.) Amulets can have magical properties. Press to compare |
| In main hand | Harmony of the Flesh (16-17.6 power, 78 apr, nature damage) Harmony of the Flesh (16-17.6 power, 78 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. The set is complete. Base power: 16.0 - 17.6 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Armour: +0 Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 20 lightning Changes stats: +8 Str / +9 Dex / +9 Mag / +21 Wil / +17 Cun / +9 Con Changes resistances: +19% lightning / +3% temporal / +10% nature / +10% blight Changes resistances penetration: +19% lightning / +10% physical / +10% nature Changes damage: +20% lightning / +20% nature Talent mastery: +0.10 Wild-gift / Harmony Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +0% Disease immunity: +24% Stun/Freeze immunity: +0% Equilibrium when hit: +2.50 Maximum psi: +43.00 Mindpower: +19 (+3 eff.) Mental crit. chance: +5% Global speed: +0% Heals friendly targets nearby when you use a nature summon: +10 Max wilder summons: +0 Life regen bonus (wilder-summons): +0.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 21 power out of 30/30) : Effective talent level: 4.4 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 52 defense for 18 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. Press to compare |
| In off hand | living mindstar of storms (17.5-19.25 power, 78 apr, nature damage) living mindstar of storms (17.5-19.25 power, 78 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. The set is complete. Base power: 17.5 - 19.3 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 lightning Changes stats: +7 Str / +7 Dex / +8 Mag / +17 Wil / +15 Cun / +8 Con Changes resistances: +19% lightning Changes resistances penetration: +15% lightning Changes damage: +14% lightning Mindpower: +19 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
| Cloak | Prismworth the elven-silk cloak (3 def, 0 armour) Prismworth the elven-silk cloak (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 12 light Changes stats: +5 Cun / +5 Wil Changes resistances: +3% darkness Changes damage: +3% light Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. Press to compare |
Inventory
Primal Infusion (affinity 20%; cure magical, physical, mental) Primal Infusion (affinity 20%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 20% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion (+8 for 10 turns, die at -451) heroism infusion (+8 for 10 turns, die at -451)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 10 turns. While Heroism is active, you will only die when reaching -451 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
wyrm's living mindstar (17.5-19.25 power, 40 apr, mind damage) wyrm's living mindstar (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 lightning / 7 physical / 8 fire / 7 acid / 8 cold Changes resistances: +7% lightning / +9% physical / +5% cold / +4% fire / +5% acid Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Aeryralin the hardened leather armour (7 def, 9 armour) Aeryralin the hardened leather armour (7 def, 9 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +7 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 blight Changes stats: +2 Dex Changes resistances: +5% acid / +8% cold / +9% blight / +5% physical Changes resistances penetration: +10% blight Allows you to breathe in: water Physical save: +18 (+4 eff.) Movement speed: +20% A suit of armour made of leather. Press to compare |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. Press to compare |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 142 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. |
Rod of Spydric Poison (4/4) Rod of Spydric Poison (4/4)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 475.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 18 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
overpowered stralite torque of kinetic psionic shield [power 159] (24 cooldown) overpowered stralite torque of kinetic psionic shield [power 159] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 159 for 7 turns, putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
psionic stralite torque of charged psionic shield [power 101] (14 cooldown) psionic stralite torque of charged psionic shield [power 101] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 101 for 7 turns, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. Press to compare |
warded voratun torque of psychoportation [power 56] (21 cooldown) warded voratun torque of psychoportation [power 56] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +3 physical / +3 mind / +3 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 56), putting all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By The Urge the Halfling Oozemancer level 26
44th Haze 122nd year of Ascendancy at 17:31 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By The Urge the Halfling Oozemancer level 36
38th Pyre 123rd year of Ascendancy at 00:40 see stats
Against all odds
Killed Ukruk in the ambush.By The Urge the Halfling Oozemancer level 24
38th Haze 122nd year of Ascendancy at 06:08 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By The Urge the Halfling Oozemancer level 20
4th Haze 122nd year of Ascendancy at 00:25 see stats
Arachnophobia
Destroyed the spydric menace.By The Urge the Halfling Oozemancer level 29
61st Haze 122nd year of Ascendancy at 17:13 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By The Urge the Halfling Oozemancer level 35
30th Pyre 123rd year of Ascendancy at 00:49 see stats
Brave new world
Went to the Far East and took part in the war.By The Urge the Halfling Oozemancer level 29
58th Haze 122nd year of Ascendancy at 03:17 see stats
Bringer of Doom
Killed a Bringer of Doom.By The Urge the Halfling Oozemancer level 15
43rd Dusk 122nd year of Ascendancy at 17:22 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By The Urge the Halfling Oozemancer level 10
7th Flare 122nd year of Ascendancy at 08:52 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By The Urge the Halfling Oozemancer level 36
52nd Pyre 123rd year of Ascendancy at 12:22 see stats
Destroyer of the creation
Killed Slasul.By The Urge the Halfling Oozemancer level 42
10th Flare 123rd year of Ascendancy at 19:14 see stats
Destroyer's bane
Killed Golbug the Destroyer.By The Urge the Halfling Oozemancer level 27
54th Haze 122nd year of Ascendancy at 20:16 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By The Urge the Halfling Oozemancer level 16
65th Dusk 122nd year of Ascendancy at 15:55 see stats
Exterminator
Killed 1000 creatures.By The Urge the Halfling Oozemancer level 17
65th Dusk 122nd year of Ascendancy at 17:26 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By The Urge the Halfling Oozemancer level 20
8th Haze 122nd year of Ascendancy at 11:45 see stats
Fear me not!
Survived the Fearscape!By The Urge the Halfling Oozemancer level 33
2nd Pyre 123rd year of Ascendancy at 18:19 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By The Urge the Halfling Oozemancer level 43
65th Dusk 123rd year of Ascendancy at 20:45 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By The Urge the Halfling Oozemancer level 42
10th Flare 123rd year of Ascendancy at 20:39 see stats
Guiding Hand
Saved all escorted adventurers.By The Urge the Halfling Oozemancer level 33
6th Pyre 123rd year of Ascendancy at 05:09 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By The Urge the Halfling Oozemancer level 21
22nd Haze 122nd year of Ascendancy at 12:24 see stats
Level 10
Got a character to level 10.By The Urge the Halfling Oozemancer level 10
1st Flare 122nd year of Ascendancy at 07:25 see stats
Level 20
Got a character to level 20.By The Urge the Halfling Oozemancer level 20
4th Haze 122nd year of Ascendancy at 00:25 see stats
Level 30
Got a character to level 30.By The Urge the Halfling Oozemancer level 30
65th Haze 122nd year of Ascendancy at 08:39 see stats
Level 40
Got a character to level 40.By The Urge the Halfling Oozemancer level 40
77th Pyre 123rd year of Ascendancy at 11:41 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By The Urge the Halfling Oozemancer level 42
58th Dusk 123rd year of Ascendancy at 07:04 see stats
Orcrist
Killed the leaders of the Orc Pride.By The Urge the Halfling Oozemancer level 41
1st Summertide 123rd year of Ascendancy at 14:46 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By The Urge the Halfling Oozemancer level 37
55th Pyre 123rd year of Ascendancy at 10:35 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By The Urge the Halfling Oozemancer level 14
36th Dusk 122nd year of Ascendancy at 19:01 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By The Urge the Halfling Oozemancer level 26
42nd Haze 122nd year of Ascendancy at 16:01 see stats
Size matters
Did over 600 damage in one attack.By The Urge the Halfling Oozemancer level 31
1st Regrowth 123rd year of Ascendancy at 09:05 see stats
Sliders
Activated a portal using the Orb of Many Ways.By The Urge the Halfling Oozemancer level 28
54th Haze 122nd year of Ascendancy at 21:14 see stats
The Arena
Unlocked Arena mode.By The Urge the Halfling Oozemancer level 9
10th Mirth 122nd year of Ascendancy at 15:51 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By The Urge the Halfling Oozemancer level 40
77th Pyre 123rd year of Ascendancy at 15:22 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By The Urge the Halfling Oozemancer level 31
4th Decay 122nd year of Ascendancy at 11:06 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By The Urge the Halfling Oozemancer level 29
56th Haze 122nd year of Ascendancy at 09:05 see stats
Treasure Hunter
Amassed 1000 gold pieces.By The Urge the Halfling Oozemancer level 17
65th Dusk 122nd year of Ascendancy at 15:56 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By The Urge the Halfling Oozemancer level 23
37th Haze 122nd year of Ascendancy at 16:41 see stats
Log
There is a next level here (press '' or right click to use).
Ran for 11 turns (stop reason: at exit).
You gain 11.38 gold from the transmogrification of dragonbone totem of thorny skin 'Brightfist' [power 75] (14 cooldown).
You gain 12.23 gold from the transmogrification of steady drakeskin leather gloves of regeneration (0 def, 3 armour).
You gain 25.00 gold from the transmogrification of Lightning Catcher.
You gain 25.00 gold from the transmogrification of voratun plate armour 'Brenaduromigen' (9 def, 16 armour).
You gain 7.42 gold from the transmogrification of enlightening voratun plate armour of natural resilience (9 def, 16 armour).
You gain 8.03 gold from the transmogrification of impenetrable stralite mail armour of delving (4 def, 17 armour).
You gain 15.59 gold from the transmogrification of rejuvenating drakeskin leather armour of Eyal (5 def, 8 armour).
You gain 25.00 gold from the transmogrification of The Calm (15 def, 0 armour).
You gain 7.06 gold from the transmogrification of corrosive voratun shield of fire resistance (+18%) (12 def, 3 armour, 188.5 block).
You gain 4.82 gold from the transmogrification of cosmic stralite shield (10 def, 2 armour, 143 block).
You gain 4.84 gold from the transmogrification of balanced voratun dagger of massacre (48-62.4 power, 9 apr).
You gain 9.33 gold from the transmogrification of plaguebringer's voratun mace of crippling (44.5-62.3 power, 6 apr).
You gain 8.11 gold from the transmogrification of plaguebringer's dwarven-steel longsword of crippling (22-30.8 power, 4 apr).
You gain 12.03 gold from the transmogrification of plaguebringer's voratun greatsword of rage (61.5-98.4 power, 4 apr).
You gain 14.00 gold from the transmogrification of Dethblyd (70-112 power, 18 apr).
You gain 11.61 gold from the transmogrification of plaguebringer's voratun battleaxe of crippling (59-88.5 power, 4 apr).
You gain 2.05 gold from the transmogrification of voratun amulet of perfection (0.40 Wild-gift / Mindstar mastery,0.40 Wild-gift / Antimagic).
You gain 9.36 gold from the transmogrification of protective voratun amulet of vision.
You gain 2.79 gold from the transmogrification of lightning rune (512 lightning damage).
You gain 1.57 gold from the transmogrification of biting gale rune (91 cold damage; 22 apply power).
You gain 1.00 gold from the transmogrification of wild infusion (resist 16%; cure mental).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
The Urge deactivates Unstoppable Nature.
The Urge deactivates Mitosis.
The Urge deactivates Antimagic Shield.
The Urge deactivates Wild Growth.
The Urge deactivates Psiblades.
