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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Select your Escorts 1.7.0Allows 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. Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 | Dwarf |
| Class | Harbinger |
| Level / Exp | 19 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Saloldamina the large brown snake at level 11 on the 24th Loss 122nd year of Ascendancy at 22:26 2 / 3Killed by Elogatha the cave bear at level 11 on the 28th Loss 122nd year of Ascendancy at 23:42 Killed by Bill the Stone Troll at level 19 on the 32nd Steel 123rd year of Ascendancy at 10:01 |
Primary Stats
| Strength | 30 (base 15) |
| Dexterity | 26 (base 10) |
| Constitution | 28 (base 12) |
| Magic | 13 (base 10) |
| Willpower | 64 (base 47) |
| Cunning | 44 (base 32) |
Resources
| Life | 689/689 |
| Equilibrium | 18 |
| Healing Factor | 1.3167364621099 |
| Regeneration | 2.5798717186795 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +54.17869674764% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 47 |
| Crit Chance | 15% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 58 |
| Accuracy | 47 |
| Crit Chance | 15% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Nature | +13% |
| Darkness | +6% |
| Fire | +27% |
| Cold | +59% |
| All | 0% |
Offense: Damage Penetration
| Cold | +25% |
| Fire | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 29 (38.594633868923%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 40 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 65%( 73%) |
| All | + 14%( 70%) |
| Lightning | + 21%( 73%) |
| Light | + 25%( 70%) |
| Physical | + 21%( 73%) |
| Mind | + 25%( 70%) |
| Darkness | + 36%( 70%) |
| Fire | + 45%( 73%) |
| Nature | + 57%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 30% |
| Poison Resistance | 27% |
| Blind Resistance | 10% |
| Bleed Resistance | 27% |
| Teleport Resistance | 10% |
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 379 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Blaze | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Thunder | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Supercell | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.41 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Rain | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psiblades |
| beneficial effect | Increases defense by 10. Mobile Defense |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Masteries +0.20 Wild-gift/Blizzard Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Ivawyn the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% darkness Apr +1 ----- def ----- Resists +12% light +3% darkness Affinity +5% darkness Die.at -60.00 life Heal.mod +10% ---------- misc Max.stam +10.00 Light +3 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 61.08 damage. The damage dealt will increase with your Spellpower. 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 | Chamurain the iron helm (0 def, 3 armour) =-10% stun=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +3% nature Die.at -40.00 life Stun/Frz- +10% Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 160.46 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | This item is on your store wish list.elm totem of healing [power 110] (15 cooldown) 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Lorygas0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +5% mind ----- def ----- Armour +4 Resists +3% nature Spell.save +6 (+2 eff.) Teleport- +10% Rings make your fingers look great! |
| On fingers | Blizzardwaker0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +7 Dex dps ---------- Dmg.mod +11% cold Res.pen +10% cold Acc +7 (+3 eff.) Melee Ret 4 physical ----- def ----- Resists +22% cold Mind.save +6 (+2 eff.) Confus- +20% ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
| Around neck | copper amulet of mastery (0.11 Wild-gift / Mindstar mastery)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Wild-gift/Mindstar mastery Amulets make your neck look great! |
| In main hand | Eye of Winter (58 - 64 damage, 30 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. The set is complete. Power 8.0 - 8.8 Cold Uses 87% Wil, 52% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +30 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +20 (+7 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists +10% fire ---------- misc Masteries +0.10 Wild-gift/Rain +0.10 Wild-gift/Blizzard On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Eye of Summer (58 - 64 damage, 30 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. The set is complete. Power 8.0 - 8.8 Fire Uses 87% Wil, 52% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +30 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +20 (+7 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists +10% cold ---------- misc Masteries +0.10 Wild-gift/Blaze On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
| Cloak | Frostquick the linen cloak (6 def, 0 armour) =-20% stun=2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% cold Res.pen +5% cold ----- def ----- Defense +6 (+2 eff.) Mind.save +6 (+2 eff.) Stun/Frz- +20% ---------- misc Psi/ret +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's cashmere robe of nature (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +13% nature ----- def ----- Resists +12% mind +12% darkness +19% nature +11% all Phys.save +11 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +20 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 129; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 129 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 136; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 597%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 597% 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. 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 psychic (heal 277; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 24%; physical; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 21%; mental; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
restful copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
steel dagger 'Beiharalach' (21 - 27 damage, 6 apr) =T2 fodder=1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +8% lightning +7% all Acc +7 (+3 eff.) Apr +6 ----- def ----- Armour +2 Resists +5% arcane Disease- +20% Cut- +20% Sharp, short and deadly. |
harmonious vined mindstar (39 - 43 damage, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature Res.pen +3% nature ----- def ----- Resists +2% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
horrifying vined mindstar of balance (41 - 45 damage, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 mind 5 darkness Dmg.mod +4% mind +3% darkness ----- def ----- Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar 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. |
Fogreeve (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Melee Ret 4 darkness ----- def ----- Resists +3% acid +3% light +7% all Spell.save +3 (+1 eff.) Mind.save +15 (+5 eff.) Die.at -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of frost (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +11% darkness +16% cold +10% mind +9% all Phys.save +10 (+5 eff.) Spell.save +11 (+4 eff.) Mind.save +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +9% blight +15% all Mind.save +19 (+6 eff.) Max.HP +64.00 HP.reg +1.50 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cracklenaught the rough leather belt =+10% ltng pen +15% fire p=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% lightning +15% fire Melee Ret 4 light 2 lightning ----- def ----- Resists +17% fire +7% cold A belt that goes around your waist. |
Khelodurand the rough leather belt =+7 CUN shldng=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +7 Cun +6 Mag ----- def ----- Armour +7 ---------- misc Infravis +1 See.Invis +9 Create a temporary shield that absorbs 182 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
balancing rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +4 Wil +4 Cun dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +6% A belt that goes around your waist. |
Boltpride the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% nature +3% darkness Res.pen +5% lightning Melee Ret 6 lightning ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Freezefear the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +15% light Melee Ret 10 cold ----- def ----- Defense +1 (+0 eff.) Resists +3% light Mind.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tulygrim (11 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +1.0% Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +11 (+3 eff.) Die.at -40.00 life Max.HP +80.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zadar the linen cloak (1 def, 0 armour) =-10% stun=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.pwr +20 (+7 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +5% arcane +6% nature Max.HP +32.00 Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phoenixrupture the pair of rough leather boots (0 def, 1 armour) =+23 enc=2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% light +20% fire Melee Ret 2 light ----- def ----- Armour +1 Fatigue -5% Resists +6% cold Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +22% Confus- +24% Stun/Frz- +22% A pair of boots made of leather. |
pair of iron boots 'Relgychak' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid +3% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 32 ----- def ----- Armour +3 Fatigue +2% Resists +12% acid ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Boltstreaker' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +5% acid Melee Ret 6 fire ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Airrupture the linen wizard hat (1 def, 0 armour) =5% ltng, 25% fire pen=2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% Dmg.mod +12% lightning +9% mind Res.pen +5% lightning +25% fire ----- def ----- Defense +1 (+0 eff.) Resists +6% mind Mind.save +11 (+3 eff.) Hateful Whisper: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 156 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 25% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of the sentry (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.10 Infravis +4 See.Stealth +5 See.Invis +5 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 12% and attempts to push all creatures other than yourself out of its radius, inflicting 2.43 light damage and 2.57 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Strikepiercer (0 def, 1 armour) =+10% ltng pen=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% lightning Melee Ret 8 lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal +5% arcane A cap made of leather. |
Xima the Shockbreaker (1 def, 0 armour) =+10% fire pen=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +1 Mag +2 Cun dps ---------- Dmg.mod +10% fire Res.pen +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% fire ---------- misc Infravis +1 A pointy cloth hat, very wizardly... |
Chargewrest (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex +1 Cun +6 Con dps ---------- Phys.pwr +4 (+1 eff.) Spell.pwr +10 (+8 eff.) Res.pen +5% lightning Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Curebrand (0 def, 3 armour) =10% -spd=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +9% cold On Hit (Melee): * 10% chance to slow global speed by 60% ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Eilinekira' (0 def, 5 armour) =depths=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +5 Fatigue +5% Resists +7% cold Crit.chn- 5.00% Die.at -20.00 life Poison- +10% Stun/Frz- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
227 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Cutholathazor the Flashstone =15% ltng pen=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind +6% fire Res.pen +15% lightning ----- def ----- Resists +3% acid +3% blight +3% darkness +3% nature ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cuthyrand the Mucusidol2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str +2 Dex +2 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Resists +3% nature Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +8 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. |
Eilinagarin the Demonstun =10% -dmg=2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun +1 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 26% ----- def ----- Resists +6% darkness Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 Infravis +1 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 Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(120 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +6 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. |
bright brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- misc Light +6 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. |
iron pickaxe of the Iron Throne (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +21.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Myleg the Heatmistress [power 1] (25 cooldown) =clear mind=2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light +15% darkness Res.pen +10% fire +5% darkness +5% light ----- def ----- Resists +9% fire Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Balri the Dwarf Harbinger level 16
28th Iron 123rd year of Ascendancy at 14:14 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Balri the Dwarf Harbinger level 10
8th Loss 122nd year of Ascendancy at 16:24 see stats
Squadmate (Madness (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Balri the Dwarf Harbinger level 6
18th Voratun 122nd year of Ascendancy at 16:39 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Balri the Dwarf Harbinger level 16
1st Steel 123rd year of Ascendancy at 21:32 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Balri the Dwarf Harbinger level 6
13rd Dearth 122nd year of Ascendancy at 20:39 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Balri the Dwarf Harbinger level 6
29th Voratun 122nd year of Ascendancy at 13:48 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Balri the Dwarf Harbinger level 16
14th Iron 123rd year of Ascendancy at 15:38 see stats
Log
Today is the 32nd Steel of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:01.
Balri uses Resonance Field.
A psychic field forms around Balri.
Resting starts...
Talent Infusion: Regeneration is ready to use.
Talent Foreshock is ready to use.
Balri regains balance.
Talent Infusion: Healing is ready to use.
Talent Infusion: Wild is ready to use.
Talent Psiblades is ready to use.
Balri activates Psiblades.
Talent Nature's Equilibrium is ready to use.
The psychic field around Balri crumbles.
Talent Electrical Disruption is ready to use.
Talent Thorn Grab is ready to use.
Talent Resonance Field is ready to use.
Talent Leaves Tide is ready to use.
Talent Resilience of the Dwarves is ready to use.
Rested for 26 turns (stop reason: all resources and life at maximum).
There is a Passageway into the Trollmire 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.
You are sent back to the material plane!
Saving game...
Saving done.
There is a Ruins of Kor'Pul here (press '' or right click to use).



























































