












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! 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:
 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 | Normal Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Oozemancer | 
| Level / Exp | 30 / 83% | 
| Size | medium | 
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 14:25 2 / 4Killed by Ivedherewe the green jelly at level 12 on the 38th Dusk 122nd year of Ascendancy at 03:25 Killed by Blood Master at level 13 on the 47th Dusk 122nd year of Ascendancy at 21:04 Killed by Silamitha the ghoul at level 23 on the 22nd Pyre 123rd year of Ascendancy at 08:33  | 
| Antimagic | Follower | 
Primary Stats
| Strength | 26 (base 20) | 
| Dexterity | 21 (base 10) | 
| Constitution | 35 (base 27) | 
| Magic | 18 (base 10) | 
| Willpower | 98.706123483606 (base 59) | 
| Cunning | 67.706123483606 (base 36) | 
Resources
| Life | 588/588 | 
| Equilibrium | 91 | 
| Healing Factor | 1.7829268292683 | 
| Regeneration | 4.0115853658537 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 12 | 
| Infravision | 5 | 
| See Stealth | 39.84060845563 | 
| See Invisible | 39.84060845563 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 78 | 
| Accuracy | 59 | 
| Crit Chance | 36% | 
| APR | 59 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 88 | 
| Accuracy | 59 | 
| Crit Chance | 38% | 
| APR | 61 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 7 | 
| Crit Chance | 34% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 68 | 
| Crit Chance | 47% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +19% | 
| Darkness | +15% | 
| Light | +15% | 
| Mind | +21% | 
Offense: Damage Penetration
| Darkness | +10% | 
| Temporal | +5% | 
| Physical | +13% | 
| Mind | +22% | 
| Nature | +54% | 
Defense: Base
| Armour (hardiness) | 26 (30%) | 
| Defense | 46 | 
| Ranged Defense | 47 | 
| Fatigue | 10 | 
| Physical Save | 37 | 
| Spell Save | 57 | 
| Mental Save | 61 | 
Defense: Resistances
| Darkness | + 32%( 70%) | 
| Nature | + 57%( 70%) | 
| Temporal | + 10%( 70%) | 
| Physical | + 16%( 70%) | 
| Arcane | + 28%( 70%) | 
| Mind | + 35%( 70%) | 
| All | + 4%( 70%) | 
Defense: Immunities
| Stun Resistance | 25% | 
| Bleed Resistance | 64% | 
| Confusion Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 100% | 
| Poison Resistance | 64% | 
| Blind Resistance | 64% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Its effects scale with your Dexterity stat.  | 
| 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 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat.  | 
Class Talents
| Wild-gift / Oozing blades | 1.30 | 
  | 5/5 | 
  | 2/5 | 
  | 2/5 | 
  | 3/5 | 
| Wild-gift / Moss | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Slime | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 2/5 | 
| Wild-gift / Ooze | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Wild-gift / Mucus | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.10 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Mindstar mastery | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Fungus | 1.40 | 
  | 3/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Antimagic | 1.80 | 
  | 5/5 | 
  | 3/5 | 
  | 3/5 | 
  | 3/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Acidic Skin | 
| talent | Unstoppable Nature | 
| talent | Wild Growth | 
| talent | Psiblades | 
| talent | Mitosis | 
| talent | Antimagic Shield | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.  | active | 
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth!  | done | 
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +2.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +2.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Willpower by +2.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Willpower by +2.  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +1.  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+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 Cunning by +1.  | 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 fire dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | active | 
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely.  | active | 
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 unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 111.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold.  | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed pouch of faeros ash. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Stire 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: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of bone giant dust. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. You have aided Agrimley the hermit in creating an elixir of serendipity. 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. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.'  | active | 
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope.  | 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 you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. This object's appearance was changed to pair of voratun boots.  | 
| Light source |  UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 338.10 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely.  | 
| On head |  Emelille (5 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +3 Cun / +5 Wil Changes resistances: +4% all Physical save: +8 (+3 eff.) Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +3.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% A cap made of leather.  | 
| On hands |  scouring rough leather gloves of archery (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Armour: +1 Effects when hit in melee: * 16% chance to reduce effective powers by 20% * 17 arcane resource burn Changes stats: +3 Cun / +2 Dex Spell save: +8 (+2 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Sludgegrip.  | 
| Tool |  Windonslaught the iron pickaxe (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature / 4 temporal Changes stats: +1 Str Changes resistances: +12% nature / +6% temporal Changes resistances penetration: +10% nature / +5% temporal Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Maximum life: +42.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  warrior's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Life regen: +0.70 Maximum life: +51.00 Healing mod.: +18% Rings can have magical properties.  | 
| On fingers |  Radianceward the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Cun / +2 Wil Mental save: +18 (+5 eff.) Equilibrium when hit: +0.08 Mindpower: +4 (+1 eff.) Light radius: +2 Rings can have magical properties.  | 
| Around neck |  wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +3 Cun / +4 Con Life regen: +0.30 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties.  | 
| In main hand |  Blackwreath (7.5-8.25 power, 47 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 7.5 - 8.3 Uses stats: 76% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +8 arcane Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Damage when hit (Melee): 10 physical Changes resistances: +13% physical / +7% mind / +9% darkness Changes resistances penetration: +22% mind / +13% physical Changes damage: +6% mind / +14% physical Psi when hit: +1.40 Mindpower: +11 (+3 eff.) Mental crit. chance: +3% Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +33 Damage Resonance (when hit): +16% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and 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 22 of target armor and 11% 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.  | 
| Around waist |  blurring hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +4 Dex / +4 Cun / +7 Lck Trap disarming bonus: +7 Stealth bonus: +13 Infravision radius: +4 A belt that goes around your waist.  | 
| In off hand |  Psionic Fury (12-13.2 power, 49 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 76% Wil, 38% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +49 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +19 (+4 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 275.48 mind damage (based on Willpower) to all within radius 5, costing 40 power out of 8/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape.  | 
| Cloak |  Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.3 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 70 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. This object's appearance was changed to elven-silk cloak.  | 
| Main armor |  Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +38 (+10 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. This object's appearance was changed to The Calm.  | 
Inventory
 Islilraba the Toxinwilder (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +3 Mag Changes resistances penetration: +25% nature Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Infravision radius: +3 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 object's appearance was changed to mossy mindstar.  | 
 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 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.  | 
 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 248/400. 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.  | 
 supercharged ash totem of thorny skin [power 36]  (23 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 36 and armour hardiness by 40%, putting all charms on cooldown for 23 turns. Natural totems are made by powerful wilders to store nature power.  | 
 2 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.  | 
Achievements
			A View From The Gallery
			Briefly lived as a lowly halfling during the time of the Sher'tuls.By Moist the Cornac Oozemancer level 27
9th Dusk 123rd year of Ascendancy at 08:51 see stats
			A dangerous secret
			Found the mysterious staff and told Last Hope about it.By Moist the Cornac Oozemancer level 26
27th Pyre 123rd year of Ascendancy at 12:06 see stats
			A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Moist the Cornac Oozemancer level 17
44th Haze 122nd year of Ascendancy at 06:53 see stats
			Against all odds
			Killed Ukruk in the ambush.By Moist the Cornac Oozemancer level 25
25th Pyre 123rd year of Ascendancy at 16:21 see stats
			Antimagic!
			Completed antimagic training in the Ziguranth camp.By Moist the Cornac Oozemancer level 17
47th Haze 122nd year of Ascendancy at 11:22 see stats
			Bringer of Doom
			Killed a Bringer of Doom.By Moist the Cornac Oozemancer level 15
41st Haze 122nd year of Ascendancy at 11:43 see stats
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Moist the Cornac Oozemancer level 20
68th Regrowth 123rd year of Ascendancy at 16:52 see stats
			Earth Master
			Killed Harkor'Zun and unlocked Stone magic.By Moist the Cornac Oozemancer level 19
56th Regrowth 123rd year of Ascendancy at 15:51 see stats
			Exterminator
			Killed 1000 creatures.By Moist the Cornac Oozemancer level 17
49th Haze 122nd year of Ascendancy at 22:18 see stats
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Moist the Cornac Oozemancer level 27
9th Flare 123rd year of Ascendancy at 03:31 see stats
			Fear me not!
			Survived the Fearscape!By Moist the Cornac Oozemancer level 21
16th Pyre 123rd year of Ascendancy at 09:54 see stats
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Moist the Cornac Oozemancer level 17
44th Haze 122nd year of Ascendancy at 06:05 see stats
			Level 10
			Got a character to level 10.By Moist the Cornac Oozemancer level 10
19th Dusk 122nd year of Ascendancy at 12:53 see stats
			Level 20
			Got a character to level 20.By Moist the Cornac Oozemancer level 20
57th Regrowth 123rd year of Ascendancy at 09:51 see stats
			Level 30
			Got a character to level 30.By Moist the Cornac Oozemancer level 30
56th Dusk 123rd year of Ascendancy at 05:53 see stats
			Lucky Girl
			Saved Melinda again and invited her to the Fortress to cure her.By Moist the Cornac Oozemancer level 27
25th Dusk 123rd year of Ascendancy at 13:20 see stats
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Moist the Cornac Oozemancer level 12
28th Dusk 122nd year of Ascendancy at 05:59 see stats
			Savior of the damsels in distress
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Moist the Cornac Oozemancer level 27
34th Pyre 123rd year of Ascendancy at 12:35 see stats
			Tales of the Spellblaze
			Learned the eight chapters of the Spellblaze Chronicles.By Moist the Cornac Oozemancer level 17
44th Haze 122nd year of Ascendancy at 06:53 see stats
			The Arena
			Unlocked Arena mode.By Moist the Cornac Oozemancer level 9
3rd Mirth 122nd year of Ascendancy at 07:10 see stats
			The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.By Moist the Cornac Oozemancer level 17
44th Haze 122nd year of Ascendancy at 06:53 see stats
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Moist the Cornac Oozemancer level 13
47th Dusk 122nd year of Ascendancy at 22:25 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Moist the Cornac Oozemancer level 21
16th Pyre 123rd year of Ascendancy at 16:52 see stats
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By Moist the Cornac Oozemancer level 24
25th Pyre 123rd year of Ascendancy at 03:05 see stats
Log
Space around you starts to dissolve...
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 37 turns (stop reason: dialog is displayed).
New shimmer option unlocked: Psionic Fury
Moist wears (replacing Islilraba the Toxinwilder (8.5-9.35 power, 24 apr, nature damage)): Psionic Fury (12-13.2 power, 25 apr, mind damage).
You gain 4.47 gold from the transmogrification of stralite mail armour of the deep (4 def, 9 armour).
You gain 18.60 gold from the transmogrification of dwarven-steel gauntlets 'Eregagorn' (0 def, 8 armour).
You gain 3.95 gold from the transmogrification of cashmere cloak of sorcery (2 def, 0 armour).
You gain 3.82 gold from the transmogrification of stralite mace of shearing (34.5-48.3 power, 5 apr).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Moist activates Antimagic Shield.
The skin of Moist starts dripping acid.
Moist deactivates Psiblades.
Moist deactivates Mitosis.
Moist deactivates Unstoppable Nature.
Moist deactivates Wild Growth.
Moist deactivates Antimagic Shield.








































































