














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! 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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 45 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 23 on the 2nd Wintertide 123rd year of Ascendancy at 05:25 2 / 5Killed by Silemina the xaren at level 26 on the 20th Regrowth 123rd year of Ascendancy at 16:05 Killed by Silemina the xaren at level 26 on the 20th Regrowth 123rd year of Ascendancy at 17:37 Killed by Glibeth the ghoul at level 38 on the 24th Dusk 123rd year of Ascendancy at 20:54 Killed by Warmaster Gnarg at level 45 on the 38th Haze 123rd year of Ascendancy at 00:55 |
| Antimagic | Follower |
Primary Stats
| Strength | 19 (base 11) |
| Dexterity | 20 (base 10) |
| Constitution | 68 (base 60) |
| Magic | 23 (base 10) |
| Willpower | 117 (base 60) |
| Cunning | 85 (base 60) |
Resources
| Life | 1491/1491 |
| Equilibrium | 96 |
| Healing Factor | 1.8681295749342 |
| Regeneration | 40.509274484635 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 74.580314831353 |
| See Invisible | 74.580314831353 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 74 |
| Crit Chance | 27% |
| APR | 78 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 103 |
| Accuracy | 74 |
| Crit Chance | 30% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 74 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Lightning | +18% |
| Nature | +122% |
| Cold | +10% |
| Physical | +6% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Nature | +129% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 3 |
| Physical Save | 35 |
| Spell Save | 54 |
| Mental Save | 56 |
Defense: Resistances
| Lightning | + 58%( 70%) |
| Physical | + 35%( 70%) |
| Nature | + 70%( 70%) |
| Blight | + 42%( 70%) |
| Arcane | + 54%( 70%) |
| Cold | + 47%( 70%) |
| All | + 28%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 25% |
| Bleed Resistance | 71% |
| Confusion Resistance | 22% |
| Knockback Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 284 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 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 magical and physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 639% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Moss | 1.70 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Acidic Skin |
| talent | Unstoppable Nature |
| talent | Elemental Harmony |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Schleimbert. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Islewyn the stone troll. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by ghast. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Zubaretta the copperhead snake. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Gelerin the ghoul. Escort: repented thief (level 4 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by grave wight. Escort: worried loremaster (level 2 of Dreadfell) | 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 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 |
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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 937. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
| Light source | alchemist's lamp 'Branuroddadotir'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +10 Changes stats: +5 Mag / +5 Wil / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +10% all Changes damage: +18% acid Light radius: +6 Infravision radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | 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 (+3 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 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 26 power out of 35/35) : Effective talent level: 4.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 12. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. 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. |
| On hands | Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 174.00 arcane damage and stunned) Activation costs 73 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Aerugatha [power 3] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 8 mind Changes damage: +6% mind Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Poison immunity: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage by 19% for 2 turns. * Heal for 110. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Stormquencher the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% nature Changes damage: +12% lightning Physical save: +6 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +3.00 Only die when reaching: -80.00 life Maximum life: +100.00 Rings make your fingers look great! |
| On fingers | WillowradianceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 69% Damage when hit (Melee): 8 lightning Changes stats: +5 Cun Changes resistances: +30% lightning / +6% cold Changes damage: +21% nature Rings make your fingers look great! |
| Around neck | gold amulet 'Tempestcrack'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 41 Damage when hit (Melee): 2 lightning Changes stats: +5 Str / +6 Dex / +9 Wil Changes resistances: +12% lightning / +10% physical Changes resistances penetration: +15% lightning Changes damage: +3% mind Mental save: +5 (+1 eff.) Confusion immunity: +12% Stamina each turn: +0.50 Mindpower: +5 (+1 eff.) Amulets make your neck look great! |
| In main hand | harmonious pulsing mindstar of gales (13-14 power, 68 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 101% Wil, 61% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +68 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +22 (+7 eff.) Changes resistances: +6% nature Changes resistances penetration: +6% nature Changes damage: +6% lightning / +10% cold / +6% nature / +6% physical Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Pinning immunity: +25% Mindpower: +16 (+4 eff.) Mental crit. chance: +4% 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. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Bloomsoul (8-9 power, 28 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 101% Wil, 61% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +28 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 29 power out of 40/40) : Effective talent level: 2.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 66 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Main armor | Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+7 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
movement infusion of the titan (speed 801%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 801% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 456; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 456 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 36%; mental; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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! |
Eilinidanne =T5 Ring=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +6% blight / +5% arcane / +3% darkness Changes damage: +6% blight Physical save: +14 (+6 eff.) Spell save: +15 (+5 eff.) Stun/Freeze immunity: +44% Knockback immunity: +20% Life regen: +5.00 Maximum stamina: +25.00 Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
voratun ring 'Xeroldawen'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +24 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str Mental save: +10 (+3 eff.) Confusion immunity: +49% Life regen: +19.00 Stamina each turn: +3.00 Maximum life: +84.00 Maximum stamina: +20.00 Healing mod.: +16% Rings make your fingers look great! |
Silibrenor (16-18 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +12 arcane When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 41 Changes resistances: +21% mind / +5% arcane Changes resistances penetration: +15% arcane / +25% mind Talent granted: +1 Attune Mindstar Mental save: +5 (+1 eff.) Psi each turn: +1.00 Maximum psi: +33.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +46% Heals friendly targets nearby when you use a nature summon: +108 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. |
BetirelleInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +10 (+5 eff.) Defense: +15 (+5 eff.) Damage when hit (Melee): 2 physical Changes stats: +4 Dex / +5 Con Changes resistances: +15% fire / +13% cold Changes damage: +12% physical Physical save: +13 (+6 eff.) Mental save: +11 (+3 eff.) Mindpower: +17 (+4 eff.) A belt that goes around your waist. |
Hanarindur the GalequencherInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+3 eff.) Armour: +5 Defense: +12 (+4 eff.) Damage when hit (Melee): 4 lightning / 6 fire Changes damage: +12% lightning Critical mult.: +13.00% Physical save: +21 (+9 eff.) Life regen: +2.80 Equilibrium when hit: +0.12 Mental crit. chance: +6% Healing mod.: +22% A belt that goes around your waist. |
Xeridalle the Corruptionobeisance (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 69% Changes stats: +3 Str / +4 Con Changes resistances: +13% nature / +13% blight Life regen: +4.00 Mindpower: +30 (+7 eff.) Mental crit. chance: +4% Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chargebreeze the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Mag Changes damage: +12% acid / +18% lightning / +9% mind / +15% cold / +9% arcane / +5% fire Spell save: +10 (+3 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +2.30 Psi when hit: +2.30 Hate when hit: +2.30 Mindpower: +20 (+5 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 22 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Sparkbutcher the dwarven-steel helm (0 def, 4 armour) =Water=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +4 Fatigue: +4% Changes stats: +7 Str / +6 Con Changes resistances: +3% lightning / +7% cold Changes resistances penetration: +10% lightning Changes damage: +18% light Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Hellwither' (7 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+6 eff.) Armour: +13 Defense: +7 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 4 fire Changes stats: +5 Str / +6 Wil Changes resistances: +15% physical / +18% darkness / +17% light / +15% fire / +5% arcane / +5% all Changes damage: +15% arcane Physical save: +26 (+10 eff.) A cap made of leather. |
drakeskin leather armour 'Dimwilter' (47 def, 30 armour) =T5 Armor=Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +30 Defense: +47 (+13 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 33% Damage (Melee): 8 fire Damage (Ranged): 6 fire Damage when hit (Melee): 2 darkness Changes stats: +7 Dex / +7 Cun / +1 Con Changes resistances: +14% acid / +30% fire / +12% cold / +24% physical Allows you to breathe in: water A suit of armour made of leather. |
286 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 58 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 146 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 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) Activation costs 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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 22 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Schleimbert the Cornac Oozemancer level 40
28th Dusk 123rd year of Ascendancy at 15:27 see stats
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Schleimbert the Cornac Oozemancer level 33
65th Pyre 123rd year of Ascendancy at 02:58 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Schleimbert the Cornac Oozemancer level 40
26th Dusk 123rd year of Ascendancy at 21:20 see stats
Antimagic! (Madness (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Schleimbert the Cornac Oozemancer level 29
46th Regrowth 123rd year of Ascendancy at 02:30 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Schleimbert the Cornac Oozemancer level 44
31st Haze 123rd year of Ascendancy at 16:44 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Schleimbert the Cornac Oozemancer level 31
41st Pyre 123rd year of Ascendancy at 00:16 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Schleimbert the Cornac Oozemancer level 11
16th Dusk 122nd year of Ascendancy at 13:30 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Schleimbert the Cornac Oozemancer level 42
17th Haze 123rd year of Ascendancy at 10:58 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Schleimbert the Cornac Oozemancer level 32
63rd Pyre 123rd year of Ascendancy at 13:13 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Schleimbert the Cornac Oozemancer level 23
3rd Allure 123rd year of Ascendancy at 06:47 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Schleimbert the Cornac Oozemancer level 30
76th Regrowth 123rd year of Ascendancy at 12:22 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Schleimbert the Cornac Oozemancer level 33
65th Pyre 123rd year of Ascendancy at 02:29 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Schleimbert the Cornac Oozemancer level 10
6th Dusk 122nd year of Ascendancy at 13:57 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Schleimbert the Cornac Oozemancer level 20
55th Haze 122nd year of Ascendancy at 03:25 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Schleimbert the Cornac Oozemancer level 30
70th Regrowth 123rd year of Ascendancy at 19:22 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Schleimbert the Cornac Oozemancer level 40
25th Dusk 123rd year of Ascendancy at 17:23 see stats
Myths of an age past (Madness (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Schleimbert the Cornac Oozemancer level 33
65th Pyre 123rd year of Ascendancy at 02:58 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By Schleimbert the Cornac Oozemancer level 31
38th Pyre 123rd year of Ascendancy at 23:28 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Schleimbert the Cornac Oozemancer level 35
5th Mirth 123rd year of Ascendancy at 00:09 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Schleimbert the Cornac Oozemancer level 23
1st Allure 123rd year of Ascendancy at 17:18 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Schleimbert the Cornac Oozemancer level 43
27th Haze 123rd year of Ascendancy at 07:21 see stats
Tales of the Spellblaze (Madness (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Schleimbert the Cornac Oozemancer level 33
65th Pyre 123rd year of Ascendancy at 02:58 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Schleimbert the Cornac Oozemancer level 8
2nd Dusk 122nd year of Ascendancy at 21:01 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Schleimbert the Cornac Oozemancer level 33
65th Pyre 123rd year of Ascendancy at 02:58 see stats
The Right thing to do (Madness (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Schleimbert the Cornac Oozemancer level 30
71st Regrowth 123rd year of Ascendancy at 19:02 see stats
The sky is falling! (Madness (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Schleimbert the Cornac Oozemancer level 29
37th Regrowth 123rd year of Ascendancy at 13:55 see stats
Thralless (Madness (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Schleimbert the Cornac Oozemancer level 30
71st Regrowth 123rd year of Ascendancy at 08:55 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Schleimbert the Cornac Oozemancer level 24
5th Allure 123rd year of Ascendancy at 09:20 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Schleimbert the Cornac Oozemancer level 17
46th Haze 122nd year of Ascendancy at 07:22 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Schleimbert the Cornac Oozemancer level 38
25th Dusk 123rd year of Ascendancy at 00:03 see stats
Log
You gain 2.75 gold from the transmogrification of pouch of stralite shots of crippling (22/22, 42-51 power, 5 apr).
You gain 0.75 gold from the transmogrification of pouch of stralite shots (20/20, 44-52 power, 5 apr).
You gain 5.50 gold from the transmogrification of Frozen Shards (25/25, 32-38 power, 15 apr).
You gain 25.00 gold from the transmogrification of quiver of elven-wood arrows 'Wretchnoon' (18/18, 64-89 power, 14 apr).
You gain 8.99 gold from the transmogrification of wrathful stralite shield of the stars (0 def, 8 armour, 134.5 block).
You gain 4.44 gold from the transmogrification of searing reinforced leather armour (12 def, 7 armour).
You gain 5.67 gold from the transmogrification of storm drakeskin leather gloves of war-making (0 def, 3 armour).
You gain 1.94 gold from the transmogrification of cinder drakeskin leather gloves (0 def, 3 armour).
You gain 25.00 gold from the transmogrification of Vorutira the Flamepiercer (37 def, 3 armour).
You gain 4.15 gold from the transmogrification of stralite waraxe of vileness (32-44 power, 5 apr).
You gain 5.06 gold from the transmogrification of imbued elven-wood vilestaff (25-30 power, 5 apr, blight element).
You gain 25.00 gold from the transmogrification of elven-wood magestaff 'Braniraldil' (25-30 power, 5 apr, lightning element).
You gain 3.25 gold from the transmogrification of reinforced leather sling of recursion.
You gain 13.11 gold from the transmogrification of stormbringer's stralite mace of shearing (36-50 power, 5 apr).
You gain 20.00 gold from the transmogrification of Punae's Blade (46-64 power, 4 apr).
You gain 7.07 gold from the transmogrification of elemental dwarven-steel dagger of crippling (20-26 power, 7 apr).
You gain 13.23 gold from the transmogrification of Nogahir the Abyssrain (29-38 power, 9 apr).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
You have no more inscription slots.
You are now inscribed with Infusion: Wild.
Resting starts...
Talent Infusion: Wild is ready to use.
Rested for 11 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).








































































































