








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Showing Items Tier in Inventory 1.5.10This 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 Select your Escorts 1.5.10Allows 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. 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:
Forbidden Cults 1.5.9Official 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.
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.5.10This 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 Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: FlexSpec Respec Limitation Relaxer 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Wyrmic |
| Level / Exp | 24 / 97% |
| Size | big |
| Lifes / Deaths | Killed by corrupted degenerated skeleton archer at level 12 on the 24th Dusk 122nd year of Ascendancy at 12:30 5 / 1 |
Primary Stats
| Strength | 55 (base 46) |
| Dexterity | 18 (base 12) |
| Constitution | 16 (base 16) |
| Magic | 17 (base 10) |
| Willpower | 81 (base 54) |
| Cunning | 31 (base 10) |
Resources
| Life | 740/740 |
| Stamina | 322/322 |
| Equilibrium | 45 |
| Healing Factor | 1.603225398372 |
| Regeneration | 0.400806349593 |
Speed
| Mental | -1.690691557046% |
| Attack | +8.30930844296% |
| Movement | +32.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 43.878701826468 |
| See Invisible | 34.878701826468 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 53 |
| Crit Chance | 36% |
| APR | 14 |
| Speed | 0.81 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 18% |
| Speed | 0.92328167761005 |
Offense: Damage Bonus
| Lightning | +7% |
| Nature | +10% |
| Physical | +14% |
| Acid | +13% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 31.130034718408 (80%) |
| Defense | 30 |
| Ranged Defense | 33 |
| Fatigue | 2 |
| Physical Save | 34 |
| Spell Save | 40 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 56%( 70%) |
| All | 0%( 70%) |
| Lightning | + 30%( 70%) |
| Temporal | + 12%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Silence Resistance | 23% |
| Disarm Resistance | 28% |
| Knockback Resistance | 27% |
| Confusion Resistance | 24% |
| Stun Resistance | 29% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Blind Resistance | 61% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 423 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 202 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| talent | Wild Growth |
| talent | Elemental Harmony |
| talent | Icy Skin |
| talent | Meditation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
Escort the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell) | active |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 49. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed ice ant stinger. * You've found the needed vial of elder vampire blood. You have aided Marus of Elvala in creating an elixir of mastery. 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 wretchling eyeball. * You've found the needed bear paw. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of squid ink. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 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 | undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +23% Confus- +24% Stun/Frz- +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+4 eff.) Max.HP +42.00 Heal.mod +11% ---------- misc Light +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 | Dazzleseam the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +13% acid +14% physical ----- def ----- Defense +2 (+1 eff.) Resists +19% acid +14% physical +3% lightning Mind.save +20 (+5 eff.) Disease- +10% ---------- misc Light +3 A pointy cloth hat, very wizardly... |
| Tool | Ce'Nima (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +20% acid Apr +2 ----- def ----- Fatigue -5% Resists +3% physical Max.HP +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Betorelaith the Squalorquench0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +3% nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +9% lightning +12% temporal +9% fire Rings can have magical properties. |
| On fingers | Blindvice of the Blightspawn0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Str +5 Mag +5 Wil dps ---------- Phys.crit +3.0% Phys.pwr +6 (+2 eff.) Spell.pwr +8 (+4 eff.) Res.pen +5% physical On Melee Ret: * 20% chance to disease * 28% chance to inflict 15% damage reduction ----- def ----- Max.HP +33.00 Blind- +31% Disarm- +28% Pinning- +25% Knockbk- +27% ---------- misc Max.stam +5.00 Infravis +4 See.Stealth +17 See.Invis +8 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 125% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
| On hands | naturalist's rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 nature Dmg.mod +3% nature ----- def ----- Armour +1 Resists +6% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dwarven-steel mail armour 'Velywyn' (3 def, 8 armour)14.0 T3 heavy armor [Random Unique] Master/Psionic While equipped: Stats +11 Cun +12 Wil dps ---------- Spell.crit +2% Melee Ret 16 mind On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +21% cold Mind.save +36 (+9 eff.) ---------- misc Hate/m.crit +2.00 Max.mana +40.00 A suit of armour made of mail. |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around neck | Ce'Nebressra the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +9 Lck dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +15 (+7 eff.) Rng.Def +6 (+3 eff.) Resists +9% lightning +4% physical Unseen.red 12% Blind- +30% Amulets can have magical properties. |
Inventory
heroism infusion of the titan (+8 for 8 turns, die at -270)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 8 turns. While Heroism is active, you will only die when reaching -270 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 310 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 310 life over 5 turns. 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 ability. Press to compare to your current inscriptions |
wild infusion of the wizard (resist 19%; cure mental, physical)0.1 T1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 215 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 183 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 183 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 184 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
serendipitous gold amulet of cunning (+10)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Unseen.red 13% Amulets can have magical properties. |
stabilizing steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +14% temporal Pinning- +20% Knockbk- +21% Amulets can have magical properties. |
starlit steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +16% light +13% darkness Blind- +26% Amulets can have magical properties. |
warrior's gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% physical Blind- +28% ---------- misc Stam/turn +0.40 Infravis +4 Sight +2 See.Invis +5 Amulets can have magical properties. |
Islivena the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Wil +2 Cun +4 Con dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 138% 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. |
Rhozilagas the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +13% mind ----- def ----- Armour +6 Resists +9% acid +12% temporal +13% mind Confus- +10% ---------- misc Telepathy Dragon Rings can have magical properties. |
conjurer's gold ring of nature (+20%)0.1 T3 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +22% Pinning- +23% Knockbk- +21% Rings can have magical properties. |
mule's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +20.00 Disarm- +22% Pinning- +24% Knockbk- +20% ---------- misc Max.enc +20 Rings can have magical properties. |
warrior's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +22.00 Disarm- +20% Pinning- +28% Knockbk- +20% Rings can have magical properties. |
Sword of Potential Futures (133% power, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24,Dex 24 [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 20% Mag, 80% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
parasitic living mindstar of sand (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic This natural sand should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +8% physical Res.pen +14% physical Melee Ret 13 physical ----- def ----- Resists +11% physical HP.leech%% +18% HP.leech +12% ---------- misc Hate/m.crit +3.00 Max.hate +21.00 Burrow: Puts all charms on 30 cooldown Level 1.3 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 20 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. This item has been sent to the Item's Vault. |
deep-steel trident of crippling (135% power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Master Power 136% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
hardened leather belt 'Bethibrekira'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +6 Resists +6% blight +12% fire +9% cold Spell.save +9 (+3 eff.) Blind- +10% Confus- +15% ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Glirenn'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Resists +3% mind +5% arcane Mind.save +6 (+2 eff.) Disarm- +10% Stun/Frz- +5% Knockbk- +20% A belt that goes around your waist. |
thick linen cloak of the Shaloren (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 23.86 to 29.83 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Satyrvalor the linen robe (6 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +9% nature ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +19% acid +1% physical Disease- +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 36% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Urthygrim' (0 def, 10 armour)3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +10 Fatigue +3% Resists +9% mind +6% lightning Mind.save +20 (+5 eff.) Blind- +20% Confus- +10% Knockbk- +10% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of phasing (0 def, 3 armour)3.0 T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +22% Stun/Frz- +22% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 8.91 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Isleyatha the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% physical Res.pen +10% physical ----- def ----- Armour +3 Fatigue +3% Resists +11% fire +8% cold Die.at -80.00 life HP.reg +0.80 ---------- misc Stam/turn +1.00 A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Xywe the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +15% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +8% physical +9% darkness +3% temporal Phys.save +7 (+4 eff.) Spell.save +15 (+5 eff.) A cap made of leather. |
stabilizing hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% cold Phys.save +10 (+5 eff.) ---------- misc Breathe water A cap made of leather. |
Sootbreacher (3 def, 17 armour)14.0 T3 heavy armor [Random Unique] Arcane/Master While equipped: Stats +1 Cun +3 Dex dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +17 Defense +3 (+1 eff.) Fatigue +16% Resists +7% physical +12% light +15% darkness Phys.save +13 (+6 eff.) A suit of armour made of mail. |
Unlightstrider (5 def, 21 armour)17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% light Melee Ret 20 darkness On Hit (Melee): * 30% chance to blind ----- def ----- Armour +21 Defense +5 (+2 eff.) Fatigue +24% Resists +12% darkness A suit of armour made of metal plates. |
Cindertreason (12 def, 3 armour, 100% power, 202 block)7.0 T5 shield armor [Random Unique] Nature When used to Attack: Power 180% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +5.0% Block +202 Melee+ +25 cold On Hit: * 25% chance to daze at end of turn While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +1% Crit.mult +10.00% Melee+ 9 lightning Res.pen +5% arcane +10% fire Melee Ret 30 lightning 15 ice ----- def ----- Armour +3 Defense +12 (+6 eff.) Rng.Def +12 (+6 eff.) Fatigue +14% Resists +8% acid +13% fire +10% lightning +22% cold Disease- +15% ---------- misc Talents +5 Block Handheld deflection devices. It was changed by the digestive sack. |
2 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. |
118 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. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 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. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (135 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elm totem of cure ailments 'Mucusarc' [power 1] (10 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning +10% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% lightning Remove up to 1 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
11 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dragonly the Ogre Wyrmic level 16
73rd Dusk 122nd year of Ascendancy at 04:24 see stats
Exterminator
Killed 1000 creatures.By Dragonly the Ogre Wyrmic level 16
52nd Dusk 122nd year of Ascendancy at 09:07 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dragonly the Ogre Wyrmic level 20
1st Decay 122nd year of Ascendancy at 23:12 see stats
Fear me not!
Survived the Fearscape!By Dragonly the Ogre Wyrmic level 21
2nd Regrowth 123rd year of Ascendancy at 23:16 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dragonly the Ogre Wyrmic level 22
20th Regrowth 123rd year of Ascendancy at 08:53 see stats
Level 10
Got a character to level 10.By Dragonly the Ogre Wyrmic level 10
9th Flare 122nd year of Ascendancy at 05:58 see stats
Level 20
Got a character to level 20.By Dragonly the Ogre Wyrmic level 20
57th Haze 122nd year of Ascendancy at 06:35 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Dragonly the Ogre Wyrmic level 10
4th Dusk 122nd year of Ascendancy at 05:11 see stats
Size matters
Did over 600 damage in one attack.By Dragonly the Ogre Wyrmic level 19
27th Haze 122nd year of Ascendancy at 11:26 see stats
The Arena
Unlocked Arena mode.By Dragonly the Ogre Wyrmic level 9
4th Flare 122nd year of Ascendancy at 19:49 see stats
The secret city
Discovered the truth about mages.By Dragonly the Ogre Wyrmic level 12
23rd Dusk 122nd year of Ascendancy at 08:08 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Dragonly the Ogre Wyrmic level 13
40th Dusk 122nd year of Ascendancy at 12:02 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dragonly the Ogre Wyrmic level 19
21st Haze 122nd year of Ascendancy at 09:43 see stats
Log
Ran for 57 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 57 turns (stop reason: at exit).
You gain 0.15 gold from the transmogrification of yew wand of clairvoyance [power 11] (6 cooldown).
You gain 8.53 gold from the transmogrification of Yvidathra the quiver of yew arrows (16/16, 158% power, 12 apr).
You gain 7.05 gold from the transmogrification of coruscating dwarven-steel shield of radiance (8 def, 2 armour, 100% power, 81.5 block).
You gain 17.13 gold from the transmogrification of Chalidin the Dimwilter (6 def, 2 armour, 100% power, 38.5 block).
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
You gain 23.10 gold from the transmogrification of Unlightgrit the hardened leather cap (0 def, 3 armour).
You gain 1.14 gold from the transmogrification of thick cashmere cloak (2 def, 8 armour).
You gain 5.21 gold from the transmogrification of plaguebringer's dwarven-steel waraxe (120% power, 4 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel waraxe (124% power, 4 apr).
You gain 3.79 gold from the transmogrification of shimmering yew vilestaff (120% power, 4 apr, darkness element).
You gain 0.50 gold from the transmogrification of steel mace (104% power, 3 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel longsword (125% power, 4 apr).
You gain 0.75 gold from the transmogrification of yew longbow.
You gain 2.05 gold from the transmogrification of phase door rune (range 6; power 25; dur 5).
You gain 5.87 gold from the transmogrification of heroism infusion (+5 for 9 turns, die at -312).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Dragonly deactivates Wild Growth.
Dragonly meditates on nature.
Dragonly deactivates Precise Strikes.
Dragonly deactivates Icy Skin.
Dragonly deactivates Elemental Harmony.



























































































































