









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: 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:
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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Adventurer |
| Level / Exp | 29 / 44% |
| Size | big |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 36 (base 13) |
| Dexterity | 26 (base 12) |
| Constitution | 22 (base 12) |
| Magic | 77 (base 60) |
| Willpower | 73 (base 53) |
| Cunning | 23 (base 12) |
Resources
| Mana | 633/633 |
| Equilibrium | 20 |
| Insanity | 0/100 |
| Life | 693/693 |
| Positive | 1/134 |
| Paradox | 300 |
| Psi | 153/153 |
| Healing Factor | 1.09375 |
| Regeneration | 0.2734375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +28% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 27 |
| Crit Chance | 11% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 31% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Light | +16% |
| Temporal | +50% |
| Blight | +27% |
| Darkness | +42% |
| Fire | +35% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +37% |
| Physical | +10% |
| Temporal | +22% |
Defense: Base
| Armour (hardiness) | 40.551211628464 (74.117647058824%) |
| Defense | 25 |
| Ranged Defense | 31 |
| Fatigue | 17 |
| Physical Save | 43 |
| Spell Save | 45 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 12%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 19%( 70%) |
| Lightning | + 19%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 32% |
| Confusion Resistance | 48% |
| Disarm Resistance | 23% |
| Silence Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 12% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 650% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Demented / Madness | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Demented / Entropy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Nether | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Oblivion | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Reality Smearing |
| talent | Power Overwhelming |
| talent | Elemental Harmony |
| talent | Skate |
| talent | Temporal Hounds |
| talent | Beyond the Flesh |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
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 grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Device Mastery (+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 Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 185. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | elven-wood vilestaff 'Elenugund' (140% power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 141% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +3 Physical power: +6 (+3 eff.) Armour: +2 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Str / +2 Con Changes damage: +33% temporal Talent granted: +1 Command Staff Mana each turn: +0.26 Spellpower: +29 (+7 eff.) Spell crit. chance: +15% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
| Light source | ObsidiantidePowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +8% light / +9% darkness Changes resistances penetration: +25% darkness Changes damage: +22% darkness / +18% lightning Damage affinity(heal): +5% darkness Light radius: +3 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 273.01 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Besta (7 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +3 Defense: +7 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 blight Changes stats: +3 Str / +5 Dex / +3 Cun / +3 Con Changes resistances: +3% nature Physical save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Silence immunity: +15% It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
| On feet | pair of hardened leather boots 'Shinequick' (0 def, 3 armour) =spellcooldown=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Mag / +2 Cun / +4 Con Critical mult.: +5.00% Physical save: +13 (+4 eff.) Spell save: +3 (+1 eff.) Mental save: +12 (+4 eff.) Mana each turn: +0.08 Spellpower: +12 (+3 eff.) Lowers spell cool-downs by: 10% Light radius: +2 A pair of boots made of leather. |
| Tool | Breniyamas the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Cun / +5 Str Changes resistances: +6% blight / +9% fire / +6% acid / +9% lightning Critical mult.: +15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Hanudekan the ShinebrightPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +3 Cun Changes resistances: +26% light / +6% temporal Changes resistances penetration: +10% temporal Changes damage: +16% light Disarm immunity: +23% Pinning immunity: +32% Knockback immunity: +25% Hate when firing a critical mind attack: +1.00 Maximum life: +25.00 Maximum hate: +8.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around neck | Silumita the gold amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str / +6 Dex / +12 Wil Changes damage: +7% blight / +9% fire Critical mult.: +12.00% Mental save: +8 (+3 eff.) Confusion immunity: +18% Equilibrium when hit: +0.08 Maximum hate: +4.00 Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +40 Amulets can have magical properties. |
| In main hand | Plague-Fire Sceptre (127% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 127% Range: 1.2x Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+7 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 14 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
| On hands | Hellstickler the hardened leather gloves (9 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +2 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Damage (Melee): 13 arcane Changes stats: +5 Mag / +5 Wil Changes resistances: +6% arcane / +4% physical Changes resistances penetration: +10% physical Changes damage: +6% fire Stamina each turn: +0.60 Only die when reaching: -40.00 life It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | rough leather belt 'Coalbright'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +2 Str / +2 Mag / +3 Wil Changes damage: +12% darkness Spell save: +6 (+2 eff.) Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
| Cloak | Yvama the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Defense: +2 (+1 eff.) Changes stats: +2 Dex / +4 Mag / +1 Wil Changes resistances: +10% temporal / +15% darkness / +4% physical Spell save: +15 (+5 eff.) Mental save: +8 (+3 eff.) Maximum life: +20.00 Maximum mana: +50.00 Defense after a teleport: +16 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Nanarizilalin' (4 def, 22 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +22 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +5 Str Changes resistances: +7% acid / +7% physical / +8% cold / +7% lightning / +8% fire Changes damage: +9% temporal Physical save: +30 (+10 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
Inventory
regeneration infusion of the wizard (heal 368 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 368 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 325 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (442.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 663.09 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 158 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 158 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ce'Navena the GleamenvyInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex Changes resistances penetration: +25% light Reduces incoming crit damage: 15.00% Light radius: +3 Amulets can have magical properties. |
GudedorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +4 Changes stats: +4 Str / +9 Con Life regen: +0.40 Amulets can have magical properties. |
Korusta the StormgoreInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Cun / +2 Con Changes resistances: +6% lightning Grants telepathy: Demon/Minor Demon/Major Infravision radius: +3 Amulets can have magical properties. |
MalotokorInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +8 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Lck / +2 Dex Changes resistances: +12% lightning / +6% blight Changes resistances penetration: +5% blight Changes damage: +3% blight Stun/Freeze immunity: +22% Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 287 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
gold amulet 'Isletta'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Str / +2 Wil / +3 Cun Grants telepathy: Dragon Demon/Major Demon/Minor Teleport immunity: +50% Maximum life: +10.00 It can be used to teleport you randomly (rad 37), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
warrior's gold amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% physical Stamina each turn: +0.50 Amulets can have magical properties. |
Burndeath the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +5% fire Grants telepathy: Dragon Mental save: +6 (+2 eff.) Confusion immunity: +20% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +3% Rings can have magical properties. |
CyrumaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Fatigue: -5% Changes stats: +3 Con Changes resistances: +6% mind Grants telepathy: Humanoid/Orc Maximum encumbrance: +22 Disarm immunity: +30% Only die when reaching: -20.00 life Rings can have magical properties. |
Lightningclash the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +9% fire / +2% physical / +3% nature / +26% light Changes damage: +13% light Mental save: +20 (+7 eff.) Poison immunity: +10% Stun/Freeze immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Toxinvagrant the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Cun Changes resistances: +22% darkness Changes damage: +11% darkness Grants telepathy: Demon/Minor Demon/Major Mindpower: +8 (+3 eff.) Mental crit. chance: +2% Rings can have magical properties. |
Zanurand the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +15% mind Changes damage: +12% mind Stun/Freeze immunity: +32% Life regen: +1.80 Rings can have magical properties. |
copper ring 'Hellshine'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes resistances penetration: +25% blight / +15% fire Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
marksman's copper ring of arcana(+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Silence immunity: +21% Mana each turn: +0.10 Rings can have magical properties. |
pixie's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Blindness immunity: +23% Spellpower: +5 (+1 eff.) Infravision radius: +4 See stealth: +6 See invisible: +11 Rings can have magical properties. |
psionicist's copper ring of corrosion (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +24% acid Changes damage: +12% acid Mental save: +4 (+1 eff.) Rings can have magical properties. |
savior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +23% Infravision radius: +4 See stealth: +5 See invisible: +6 Rings can have magical properties. |
cashmere cloak 'Salogama' (2 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes resistances: +12% darkness / +6% nature Changes resistances penetration: +11% darkness Changes damage: +12% darkness Stealth bonus: +11 Physical save: +18 (+6 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +10% Only die when reaching: -50.00 life Maximum life: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+2 eff.) These boots have a 12% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (41 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (74 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 17 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Oozewinter the pair of hardened leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes damage: +6% nature / +18% arcane Spell save: +6 (+2 eff.) Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +2% Infravision radius: +1 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
cashmere wizard hat 'Saledhewen' (2 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +5 Wil Changes resistances: +12% blight / +13% temporal / +19% nature Changes resistances penetration: +10% blight Changes damage: +13% nature / +13% temporal Physical save: +8 (+3 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Radhusin' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Wil Changes resistances: +9% mind / +9% nature Mental save: +6 (+2 eff.) Knockback immunity: +10% Only die when reaching: -60.00 life Mindpower: +4 (+1 eff.) A cap made of leather. |
12 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
837 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glisethra the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 arcane / 8 temporal Changes resistances: +5% arcane / +9% temporal Changes resistances penetration: +15% arcane Changes damage: +15% temporal Light radius: +5 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. |
KorurigInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -2% Changes stats: +4 Str / +5 Wil / +2 Cun / +2 Con Changes resistances: +6% blight Life regen: +1.20 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +4 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Harold, of Oblivion! the Drem Adventurer level 17
22nd Wealth 122nd year of Ascendancy at 16:33 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Harold, of Oblivion! the Drem Adventurer level 26
30th Stralite 123rd year of Ascendancy at 02:48 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Harold, of Oblivion! the Drem Adventurer level 21
45th Dearth 122nd year of Ascendancy at 00:12 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Harold, of Oblivion! the Drem Adventurer level 25
8th Stralite 123rd year of Ascendancy at 13:36 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Harold, of Oblivion! the Drem Adventurer level 10
26th Profit 122nd year of Ascendancy at 01:23 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Harold, of Oblivion! the Drem Adventurer level 20
14th Dearth 122nd year of Ascendancy at 10:03 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Harold, of Oblivion! the Drem Adventurer level 20
22nd Dearth 122nd year of Ascendancy at 00:50 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Harold, of Oblivion! the Drem Adventurer level 18
9th Dearth 122nd year of Ascendancy at 10:51 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Harold, of Oblivion! the Drem Adventurer level 7
19th Profit 122nd year of Ascendancy at 09:20 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Harold, of Oblivion! the Drem Adventurer level 5
29th Voratun 122nd year of Ascendancy at 10:34 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Harold, of Oblivion! the Drem Adventurer level 22
9th Steel 123rd year of Ascendancy at 07:53 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Harold, of Oblivion! the Drem Adventurer level 22
12nd Loss 122nd year of Ascendancy at 02:23 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Harold, of Oblivion! the Drem Adventurer level 16
8th Wealth 122nd year of Ascendancy at 01:24 see stats
Log
You gain 0.75 gold from the transmogrification of dwarven-steel mace (130% power, 4 apr).
You gain 0.95 gold from the transmogrification of dwarven-steel longsword of massacre (134% power, 4 apr).
You gain 25.00 gold from the transmogrification of Korozilatir the dwarven-steel longsword (124% power, 4 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel greatsword (142% power, 2 apr).
You gain 18.44 gold from the transmogrification of Mayotira the steel greatsword (125% power, 2 apr).
You gain 22.51 gold from the transmogrification of Blazekin the steel greatsword (123% power, 2 apr).
You gain 9.19 gold from the transmogrification of Blastwind (153% power, 14 apr).
You gain 2.23 gold from the transmogrification of insidious dwarven-steel greatmaul (150% power, 2 apr).
You gain 4.65 gold from the transmogrification of acidic stralite greatmaul of vileness (169% power, 3 apr).
You gain 3.91 gold from the transmogrification of acidic stralite greatmaul of phasing (161% power, 16 apr).
You gain 4.86 gold from the transmogrification of flaming dwarven-steel battleaxe of shearing (140% power, 2 apr).
You gain 8.38 gold from the transmogrification of stabilizing stralite amulet of healing.
You gain 4.00 gold from the transmogrification of schematic: Steamsaw.
You gain 8.00 gold from the transmogrification of schematic: Galvanic Retributor.
You gain 4.00 gold from the transmogrification of schematic: Deflection Field.
You gain 8.00 gold from the transmogrification of schematic: Crystal Edge.
You gain 2.45 gold from the transmogrification of phase door rune of the sneak (range 9; power 27; dur 5).
You gain 2.83 gold from the transmogrification of lightning rune of the warrior (390 lightning damage).
You gain 1.86 gold from the transmogrification of heat beam rune of the sneak (154 fire damage).
You gain 2.32 gold from the transmogrification of movement infusion of the warrior (531% speed; 6 turns).
There is a previous level here (press '' or right click to use).
Harold, of Oblivion! uses Track.
Harold, of Oblivion! deactivates Beyond the Flesh.
Harold, of Oblivion! deactivates Reality Smearing.
Harold, of Oblivion! deactivates Skate.
Harold, of Oblivion! deactivates Power Overwhelming.
Harold, of Oblivion! deactivates Elemental Harmony.
Harold, of Oblivion! deactivates Temporal Hounds.



































































































