











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
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. ZOmnibus Addon Pack 1.5.0Combines 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: Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Demonologist |
| Level / Exp | 20 / 68% |
| Size | big |
| Lifes / Deaths | Killed by Voryyakira the hornet swarm at level 9 on the 6th Dusk 122nd year of Ascendancy at 20:58 0 / 5Killed by Zubuta the war bear at level 13 on the 22nd Dusk 122nd year of Ascendancy at 02:27 Killed by Ddoep the quasit squad leader at level 18 on the 59th Haze 122nd year of Ascendancy at 18:34 Killed by Urba the wretchling at level 18 on the 61st Haze 122nd year of Ascendancy at 10:28 Killed by Jabralis the dúathedlen at level 20 on the 62nd Haze 122nd year of Ascendancy at 23:15 |
Primary Stats
| Strength | 63 (base 48) |
| Dexterity | 30 (base 25) |
| Constitution | 33 (base 12) |
| Magic | 28 (base 24) |
| Willpower | 11 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | 691/691 |
| Stamina | 168/168 |
| Vim | 166/168 |
| Healing Factor | 1.4699507389163 |
| Regeneration | 0.36748768472906 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 30.155423598945 |
| See Invisible | 30.155423598945 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 36 |
| Crit Chance | 14% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Darkness | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Arcane | +30% |
Defense: Base
| Armour (hardiness) | 76.334424729743 (87.462686567164%) |
| Defense | 25 |
| Ranged Defense | 31 |
| Fatigue | 39 |
| Physical Save | 49 |
| Spell Save | 37 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 47%( 70%) |
| All | + 7%( 70%) |
| Mind | + 21%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 16%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Poison Resistance | 24% |
| Blind Resistance | 5% |
| Silence Resistance | 15% |
| Bleed Resistance | 30% |
| Teleport Resistance | 10% |
| Pinning Resistance | 45% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 670% 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 331 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 184 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 232 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Demonic pact | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Infernal combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Corruption / Black-magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Hardened Core |
| talent | Willful Tormenter |
| talent | Bleak Outcome |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost anorithil from death by brown mold. Escort: lost anorithil (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed skeleton mage skull. * You've found the needed wretchling eyeball. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Brodyletir' (3 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes resistances: +6% lightning / +5% temporal / +6% acid Mental save: +6 (+3 eff.) Cut immunity: +15% Silence immunity: +15% Stun/Freeze immunity: +15% Teleport immunity: +10% A pair of boots made of leather. |
| Light source | WoewyrdInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% mind Changes damage: +9% darkness Blindness immunity: +5% Poison immunity: +10% Cut immunity: +5% Stun/Freeze immunity: +10% Only die when reaching: -60.00 life Maximum life: +42.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | dwarven-steel helm 'Neregana' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str / +2 Mag Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Damage Shield penetration: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Isidarin' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Armour: +2 Damage (Melee): 6 lightning Changes stats: +5 Dex / +4 Cun / +3 Con Changes resistances: +7% lightning / +2% physical / +3% darkness Changes damage: +6% lightning Physical save: +15 (+5 eff.) Spell save: +11 (+5 eff.) Mental save: +5 (+2 eff.) Cut immunity: +10% Disarm immunity: +28% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Sparkbiter (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind / 4 lightning Changes stats: +1 Str Changes resistances: +12% mind / +3% lightning Changes resistances penetration: +10% mind Maximum life: +22.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Glorymirakira' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Changes stats: +1 Dex / +2 Cun / +6 Con Changes resistances: +6% nature / +6% blight Physical save: +8 (+2 eff.) Spell save: +11 (+5 eff.) Poison immunity: +14% Disease immunity: +10% Vim when hitting in melee: +2.00 Maximum stamina: +10.00 Rings can have magical properties. |
| On fingers | gladiator's steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Physical power: +7 (+1 eff.) Defense: +8 (+4 eff.) Changes stats: +5 Str / +5 Con Vim when hit: +0.00 Vim when hitting in melee: +2.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 80% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+4 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | acidic dwarven-steel greatmaul of crippling (42.5-63.75 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +7 acid When wielded/worn: Physical crit. chance: +10.0% Talent granted: +3 Flame Bolts Massive two-handed mauls. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Skyspitter (8 def, 9 armour, 35-42 power, 129 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 35.0 - 42.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +129 When wielded/worn: Armour: +9 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Con Changes damage: +9% lightning Talents granted: +4 Acid Burst +3 Block Physical save: +28 (+9 eff.) Mental save: +18 (+9 eff.) Disease immunity: +10% Pinning immunity: +45% Handheld deflection devices. |
| Cloak | Radhidir (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +9% light / +2% physical Physical save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Disease immunity: +5% Only die when reaching: -60.00 life Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Emita the steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 arcane Changes stats: +1 Str / +2 Con Changes resistances: +24% acid / +6% physical / +23% cold / +5% lightning / +7% fire Changes resistances penetration: +5% arcane Talent cooldown: Rush (-5 turns) Talent granted: +2 Fiery Cleansing Disarm immunity: +22% Stun/Freeze immunity: +22% Knockback immunity: +21% A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 218)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 218 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength 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 ability. Press to compare to your current inscriptions |
copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 110 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
starlit copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% light / +10% darkness Blindness immunity: +23% Amulets can have magical properties. |
gold amulet 'Sunshear'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +5 Dex Changes resistances: +12% light Changes resistances penetration: +10% arcane Changes damage: +6% light / +6% arcane Amulets can have magical properties. |
gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Amulets can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
copper ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
psionicist's copper ring of lightning (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +4 (+2 eff.) Vim when hitting in melee: +0.00 Rings can have magical properties. |
Glittertorrent the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% fire Changes resistances penetration: +5% light Changes damage: +9% light / +9% fire Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +20% Vim when hit: +0.00 Vim when hitting in melee: +0.00 Maximum life: +26.00 Rings can have magical properties. |
ash magestaff 'Toristir' (15-18 power, 3 apr, arcane element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +12.0% Physical power: +11 (+2 eff.) Defense: +7 (+4 eff.) Effects on melee hit: * Slows global speed by 15% * 20 arcane resource burn * 7% chance to blind Damage when hit (Melee): 4 mind Changes resistances: +9% lightning Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +17 (+5 eff.) Spell crit. chance: +7% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 53.56 light damage. Staves designed for wielders of magic, by the greats of the art. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold / +0% physical Reduce damage by fixed amount: +0 physical Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cobrahunt the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +15% lightning / +6% nature / +5% arcane / +17% acid Changes resistances penetration: +10% arcane Changes damage: +3% nature Life regen: +1.20 Maximum life: +45.00 Healing mod.: +13% A suit of armour made of mail. |
Glimmersnake (4 def, 14 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +10% Damage when hit (Melee): 8 mind Changes stats: +4 Str / +6 Con Changes resistances: +6% light / +19% fire Changes resistances penetration: +15% mind Physical save: +8 (+2 eff.) Maximum life: +35.00 Light radius: +3 A suit of armour made of mail. |
Gigar the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +6% light / +6% darkness / +5% arcane Changes resistances penetration: +20% blight Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Spellpower: +4 (+2 eff.) A belt that goes around your waist. |
Gloldanne the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +3 Dex / +4 Con Changes resistances: +9% mind Changes damage: +6% mind Light radius: +1 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Korukor (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Cun / +5 Mag Changes resistances: +12% cold Changes resistances penetration: +5% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeroremina (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +5 Mag / +2 Con Changes resistances penetration: +20% mind Spellpower: +3 (+1 eff.) See invisible: +6 A pair of boots made of leather. |
pair of hardened leather boots 'Galecut' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +10% lightning / +8% temporal / +12% acid Changes resistances penetration: +20% acid Changes damage: +24% acid A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chydunafast the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Changes resistances: +6% temporal Changes resistances penetration: +15% acid Physical save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +26% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gegata the Chargejam (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +15% lightning / +8% cold / +5% arcane Changes damage: +12% lightning Allows you to breathe in: water A cap made of leather. |
rough leather cap 'Lighthue' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -1% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 light Changes stats: +2 Wil / +2 Cun / +7 Con A cap made of leather. |
Relgudraneg the iron helm (6 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +5 Str / +1 Con Changes resistances: +6% acid Stamina each turn: +0.80 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 214.9 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
408 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. |
Torefast the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 11 fire Changes resistances: +6% lightning / +3% physical / +3% darkness / +9% fire Pinning immunity: +5% Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (52 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
demon seed [fire imp] (level 15, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +18% fire Reduce damage by fixed amount: +8 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 30, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +25% fire Reduce damage by fixed amount: +15 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 13, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +17% acid Reduce damage by fixed amount: +7 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 13, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +17% physical Reduce damage by fixed amount: +7 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 28, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 30, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +15 darkness Changes resistances penetration: +17% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 10, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +15% blight Reduce damage by fixed amount: +5 blight Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 14, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (96% life). The seed of a demon. |
demon seed [dúathedlen] (level 19, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Grants telepathy: Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 27, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 30, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +16% Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 29, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Stun/Freeze immunity: +68% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 14, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 17.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 27, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 29, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +3 Acid Burst Demon status: alive (100% life). The seed of a demon. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Cthriron the Ogre Demonologist level 14
23rd Haze 122nd year of Ascendancy at 05:52 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Cthriron the Ogre Demonologist level 5
79th Pyre 122nd year of Ascendancy at 19:59 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Cthriron the Ogre Demonologist level 10
7th Dusk 122nd year of Ascendancy at 18:56 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Cthriron the Ogre Demonologist level 20
62nd Haze 122nd year of Ascendancy at 21:12 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By Cthriron the Ogre Demonologist level 20
64th Haze 122nd year of Ascendancy at 08:16 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Cthriron the Ogre Demonologist level 14
14th Haze 122nd year of Ascendancy at 10:55 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Cthriron the Ogre Demonologist level 16
44th Haze 122nd year of Ascendancy at 14:15 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Cthriron the Ogre Demonologist level 8
3rd Dusk 122nd year of Ascendancy at 21:16 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Cthriron the Ogre Demonologist level 6
1st Summertide 122nd year of Ascendancy at 19:41 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Cthriron the Ogre Demonologist level 16
46th Haze 122nd year of Ascendancy at 22:48 see stats
Log
You gain 24.40 gold from the transmogrification of cashmere wizard hat 'Ulentir' (2 def, 0 armour).
You gain 7.50 gold from the transmogrification of Stone Gauntlets of Harkor'Zun (0 def, 7 armour).
You gain 15.30 gold from the transmogrification of Shinestoker (0 def, 2 armour).
You gain 1.24 gold from the transmogrification of insulating pair of hardened leather boots of uncanny dodging (4 def, 3 armour).
You gain 14.67 gold from the transmogrification of Charquill the pair of hardened leather boots (7 def, 3 armour).
You gain 18.98 gold from the transmogrification of Lisaldagatira the hardened leather belt.
You gain 2.05 gold from the transmogrification of prismatic dwarven-steel plate armour of clarity (5 def, 11 armour).
You gain 25.00 gold from the transmogrification of Kilnsting the dwarven-steel plate armour (5 def, 11 armour).
You gain 2.00 gold from the transmogrification of spiked hardened leather armour of fire resistance (3 def, 6 armour).
You gain 18.30 gold from the transmogrification of Eilinima the cashmere robe (15 def, 4 armour).
You gain 1.37 gold from the transmogrification of dwarven-steel shield of fire resistance (+17%) (8 def, 2 armour, 29-34.8 power, 82.5 block).
You gain 18.56 gold from the transmogrification of steel shield 'Zanedil' (6 def, 2 armour, 13.5-16.2 power, 41.5 block).
You gain 1.28 gold from the transmogrification of icy pouch of dwarven-steel shots (23/23, 31-37.2 power, 3 apr).
You gain 1.73 gold from the transmogrification of thorny mindstar of life (8.5-9.35 power, 24 apr, nature damage).
You gain 3.17 gold from the transmogrification of dwarven-steel waraxe of crippling (20-28 power, 4 apr).
You gain 18.39 gold from the transmogrification of Silatira (12.5-17.5 power, 3 apr).
You gain 2.45 gold from the transmogrification of phase door rune of the sneak (range 12; power 24; dur 4).
New Achievement: Once bitten, twice shy (Insane (Adventure) difficulty)!
There is a Way into the heart of the gloom here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a Shatur (Town) here (press '' or right click to use).
Today is the 65th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
There is an exit to the worldmap here (press '' or right click to use).
Cthriron deactivates Hardened Core.
Cthriron deactivates Bleak Outcome.
Cthriron deactivates Willful Tormenter.
































































































