












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Escort Life Adjustment 1.7.0Allows the player to set the minimum life and life regen of escorts as a setting in the Gameplay menu. This should be more compatible with addons that change the escort quests, as it uses the provided hook to loop through the escort data structure and adjusts max_life and life_regen values on the actors. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Oozemancer |
| Level / Exp | 50 / 2714% |
| Size | big |
| Lifes / Deaths | Killed by Xeroba the elven warrior at level 26 on the 66th Regrowth 123rd year of Ascendancy at 16:28 6 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 44 (base 20) |
| Dexterity | 74 (base 39) |
| Constitution | 89 (base 57) |
| Magic | 20 (base 11) |
| Willpower | 146.49862881779 (base 60) |
| Cunning | 119.10677016552 (base 60) |
Resources
| Life | 1631/1631 |
| Equilibrium | 76 |
| Healing Factor | 1.8578604441647 |
| Regeneration | 77.57102511375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 6 |
| See Stealth | 88.114117569369 |
| See Invisible | 91.114117569367 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 165 |
| Accuracy | 83 |
| Crit Chance | 46% |
| APR | 87 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 179 |
| Accuracy | 83 |
| Crit Chance | 44% |
| APR | 118 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 93 |
| Crit Chance | 73% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +39% |
| Lightning | +20% |
| Nature | +163% |
| Darkness | +23% |
| Blight | +26% |
| Physical | +33% |
| Mind | +34% |
| All | +14% |
Offense: Damage Penetration
| Acid | +21% |
| Nature | +106% |
| Blight | +65% |
| Arcane | +36% |
| Mind | +36% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 21 (48.304188961773%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 71 |
| Mental Save | 71 |
Defense: Resistances
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Mind | + 58%( 70%) |
| All | + 43%( 70%) |
| Lightning | + 59%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 60%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Disarm Resistance | 36% |
| Bleed Resistance | 100% |
| Confusion Resistance | 87% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 72% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 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 795 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 and magical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 731 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 981% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 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 and physical effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Moss | 1.60 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Slime | 1.40 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.40 |
| 4/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Psiblades |
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| 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. 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 |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | 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 Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | 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 +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Horned Horror. * 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 |
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. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
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 |
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: 2180. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | pair of voratun boots 'Sulfurtrencher' (0 def, 14 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -5% Damage when hit (Melee): 8 mind Changes stats: +9 Str / +3 Dex / +2 Wil / +10 Con Changes resistances: +6% mind Changes resistances penetration: +25% mind / +10% nature Changes damage: +6% nature / +10% physical Stamina each turn: +0.80 Maximum life: +50.00 Infravision radius: +3 Movement speed: +10% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | IsoretaCrafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 10% chance to reduce all saves and defense by 47 Damage when hit (Melee): 4 blight Changes resistances: +3% blight Changes resistances penetration: +5% blight / +11% all Changes damage: +12% blight Blindness immunity: +47% Confusion immunity: +27% Light radius: +14 See stealth: +21 See invisible: +21 It can be used to activate talent Track, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | elven-silk wizard hat 'Aerahad' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects when hit in melee: * 42% chance to reduce strength, dexterity, and constitution by 5 * 29% chance to reduce damage dealt by 38% Changes stats: +5 Cun / +2 Str Changes resistances: +6% lightning / +6% temporal / +3% light / +42% nature / +20% mind Changes damage: +20% nature / +20% mind Mental save: +15 (+4 eff.) See invisible: +3 A pointy cloth hat, very wizardly... |
| On hands | Bregyldir (5 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +14 Physical power: +10 (+3 eff.) Armour: +3 Defense: +5 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +8 Cun / +15 Dex Critical mult.: +10.00% Physical save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +36% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 175% damage with a 29% 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. |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | voratun ring 'Stormjam'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes resistances: +9% lightning / +3% temporal / +15% light Changes damage: +7% all Physical save: +18 (+6 eff.) Spell save: +29 (+7 eff.) Mental save: +23 (+6 eff.) Confusion immunity: +50% Spellpower: +14 (+2 eff.) Mindpower: +16 (+3 eff.) Rings make your fingers look great! |
| On fingers | Dralatharab the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +18% blight Changes resistances penetration: +20% blight Critical mult.: +24.66% Mental save: +15 (+4 eff.) Stun/Freeze immunity: +50% Life regen: +9.00 Psi when hit: +0.28 Mindpower: +20 (+4 eff.) Rings make your fingers look great! |
| Around neck | ElenigundInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +10 Cun Changes resistances penetration: +25% arcane Cut immunity: +70% Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Mental crit. chance: +8% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 633 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Oozing Heart (17-18 power, 54 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 102% Wil, 61% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +54 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 manaburn arcane When wielded/worn: Changes stats: +4 Cun / +12 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+3 eff.) Mindpower: +24 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 13 power out of 20/20) : Effective talent level: 3.5 Power cost: 13 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 328.54 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Around waist | Naturewitch the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 11 nature Changes resistances: +14% lightning / +21% temporal / +5% arcane / +23% blight Changes resistances penetration: +29% blight Changes damage: +35% nature Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A belt that goes around your waist. |
| In off hand | Eyal's Will (22-24 power, 85 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 121% Wil, 40% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +85 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +20 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +36 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 19 power out of 30/30) : Effective talent level: 4.5 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 252.00 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| Cloak | Blindsmash the elven-silk cloak (3 def, 4 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Defense: +3 (+1 eff.) Changes stats: +3 Dex / +9 Wil / +6 Cun Changes resistances: +20% nature / +17% blight Changes damage: +6% lightning / +9% physical / +9% darkness Mental save: +13 (+3 eff.) Life regen: +11.00 Mental crit. chance: +7% Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
Primal Infusion (affinity 24%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 24% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the duelist (die at -664; dur 8; cd 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -664 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 664 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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 nature talent. |
heroism infusion of the sneak (die at -903; dur 7; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -903 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 903 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning 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 nature talent. |
regeneration infusion of the duelist (heal 685; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 685 life over 5 turns. Its effects scale with your Dexterity 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 nature talent. |
regeneration infusion of the warrior (heal 311; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 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 311 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)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: 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 and reflecting at most 200 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (735.99 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: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 839.03 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 spell talent. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 22 power out of 35/35) : Effective talent level: 4.9 Power cost: 22 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 616 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Sparkpower the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 38% Changes resistances: +5% arcane / +12% lightning Changes resistances penetration: +15% lightning Changes damage: +9% arcane / +6% physical Combat speed: +10% Amulets make your neck look great! |
starseer's stralite amulet of perfection (0.34 Wild-gift / Mucus,0.34 Wild-gift / Antimagic)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% darkness / +8% temporal / +6% light / +6% physical Talent masteries: +0.34 Wild-gift / Antimagic +0.34 Wild-gift / Mucus Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
starseer's voratun amulet of perfection (0.40 Wild-gift / Call of the wild,0.40 Wild-gift / Mucus)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes damage: +6% darkness / +6% temporal / +6% light / +6% physical Talent masteries: +0.40 Wild-gift / Call of the wild +0.40 Wild-gift / Mucus Spellpower: +4 (+0 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
DayroarInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning / +15% cold / +5% arcane / +3% light Changes resistances penetration: +15% light Changes damage: +12% lightning Light radius: +3 Rings make your fingers look great! |
NoonsweeperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +10 Dex / +2 Con Changes resistances: +18% light / +26% cold Changes damage: +13% cold Rings make your fingers look great! |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Willowvile the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +1% physical / +6% mind / +6% nature Disarm immunity: +26% Pinning immunity: +28% Knockback immunity: +32% Teleport immunity: +20% Life regen: +2.00 Maximum life: +34.00 Rings make your fingers look great! |
Xanibrevea the NimbusprophetCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +20 Str / +12 Con Changes damage: +9% lightning Physical save: +18 (+6 eff.) Hate when firing a critical mind attack: +5.00 Maximum stamina: +30.59 Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
ZerorandPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +15 (+5 eff.) Damage when hit (Melee): 10 physical Changes stats: +3 Str Changes resistances: +12% blight Spell save: +12 (+3 eff.) Pinning immunity: +20% Stamina each turn: +3.03 Spellpower: +15 (+2 eff.) Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
conjurer's voratun ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +6 Wil Disarm immunity: +39% Pinning immunity: +41% Knockback immunity: +38% Maximum life: +47.00 Spellpower: +8 (+1 eff.) Rings make your fingers look great! |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Confusion immunity: +20% Rings make your fingers look great! |
copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
gold ring 'Mirenight'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes resistances: +3% temporal Changes damage: +27% nature Mental save: +21 (+5 eff.) Blindness immunity: +20% Disease immunity: +20% Only die when reaching: -40.00 life Rings make your fingers look great! |
marksman's copper ring of the mind (+10%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +10% mind Changes damage: +10% mind Rings make your fingers look great! |
psionicist's steel ring of lightning (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +4 (+1 eff.) Rings make your fingers look great! |
titan's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +16 Defense: +13 (+4 eff.) Changes stats: +7 Con Physical save: +14 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 3.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 177% 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 make your fingers look great! |
Ureslak's Femur (52-72 power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Camerain (17-19 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar would symbiotize with another like it. Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +16.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 77% * 17% chance to reduce armor by 14% When wielded/worn: Damage (Melee): 11 mind / 8 darkness Changes stats: +3 Wil Changes damage: +8% mind / +10% darkness Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 15.00% Equilibrium when hit: +0.12 Psi when hit: +0.20 Mindpower: +21 (+4 eff.) Mental crit. chance: +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. |
Camerain (17-19 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar would symbiotize with another like it. Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +16.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 77% * 17% chance to reduce armor by 14% When wielded/worn: Damage (Melee): 11 mind / 8 darkness Changes stats: +3 Wil Changes damage: +8% mind / +10% darkness Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 15.00% Equilibrium when hit: +0.12 Psi when hit: +0.20 Mindpower: +21 (+4 eff.) Mental crit. chance: +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. |
Core of the Forge (24-26 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 59% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +5 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 15 power out of 30/30) : Effective talent level: 4.5 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 71.62 mind damage, 60.93 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 6.49 mind and 5.52 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Nexus of the Way (22-24 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 38 power out of 60/60) : Effective talent level: 2.5 Power cost: 38 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 104 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+6 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 124 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
FalurorekInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Dex / +9 Wil / +5 Cun Changes resistances: +9% acid Physical save: +15 (+5 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.28 Hate when firing a critical mind attack: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +3% A belt that goes around your waist. |
balancing drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +10 Dex / +9 Cun / +7 Lck Trap disarming bonus: +17 Stealth bonus: +13 Mental crit. chance: +11% Infravision radius: +5 A belt that goes around your waist. |
drakeskin leather belt 'Dimgasher'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+4 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 38% Changes stats: +4 Cun Changes resistances: +3% light / +3% darkness Critical mult.: +15.00% Physical save: +13 (+4 eff.) Spell save: +15 (+3 eff.) Psi when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum life: +105.00 Maximum mana: +75.00 Maximum stamina: +65.00 Maximum hate: +16.00 Maximum psi: +50.00 Maximum vim: +40.00 Maximum pos.energy: +37.00 Maximum neg.energy: +33.00 Mindpower: +9 (+2 eff.) Size category: +1 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
Cheharakan the Blazepierce (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Changes stats: +4 Str / +2 Dex / +4 Wil / +10 Cun Changes resistances: +12% light / +18% cold Changes damage: +6% light Reduces incoming crit damage: 10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyrewen the Darkgrind (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce armor by 14% Damage when hit (Melee): 2 blight Changes stats: +3 Wil Changes resistances: +6% acid Changes resistances penetration: +5% acid Changes damage: +12% darkness Mental save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mucushacker (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 77% Damage when hit (Melee): 8 light Changes stats: +2 Wil Changes resistances penetration: +5% nature Mental save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 31 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Zubowyn the elven-silk cloak (16 def, 2 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +2 Defense: +16 (+5 eff.) Changes stats: +3 Str / +5 Wil / +5 Cun / +4 Con Changes resistances: +3% lightning / +12% cold Physical save: +12 (+4 eff.) Cut immunity: +20% Disarm immunity: +20% Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelavea the elven-silk robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Str / +14 Mag / +14 Wil Changes resistances: +12% lightning / +15% darkness / +14% mind / +13% cold / +3% nature / +15% all Changes damage: +27% lightning / +25% physical / +24% cold Physical save: +14 (+4 eff.) Spell save: +14 (+3 eff.) Mental save: +34 (+8 eff.) Mana each turn: +0.35 Psi each turn: +0.39 Psi when hit: +0.16 Mindpower: +5 (+1 eff.) Mental crit. chance: +5% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flashwinter the elven-silk robe (5 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Changes resistances: +15% acid / +18% cold / +15% light / +15% all Physical save: +28 (+9 eff.) Poison immunity: +20% Maximum life: +101.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +14% blight / +15% all Mental save: +25 (+6 eff.) Life regen: +4.30 Maximum life: +90.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of nature (+12%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Str / +6 Mag / +7 Wil Changes resistances: +12% lightning / +7% cold / +28% nature / +15% all Changes damage: +18% lightning / +8% physical / +19% nature / +30% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +13% all Changes damage: +10% nature Poison immunity: +28% Disease immunity: +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of the mountain (+17%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +13% all / +17% physical Changes damage: +12% nature / +17% physical Poison immunity: +24% Disease immunity: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of drakeskin leather boots 'Glittercrypt' (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Dex / +7 Wil / +6 Con / +14 Lck Changes resistances penetration: +7% physical Reduces incoming crit damage: 15.00% Stealth bonus: +12 Life regen: +9.00 Hate when firing a critical mind attack: +3.00 Mindpower: +7 (+1 eff.) Light radius: +2 Healing mod.: +20% It can be used to activate talent Blindside, placing all other charms into a 16 cooldown : Effective talent level: 2.5 Power cost: 16 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 154% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of voratun boots 'Oozerend' (14 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Armour: +5 Defense: +14 (+5 eff.) Fatigue: +4% Changes resistances: +13% fire / +6% nature / +10% cold Changes resistances penetration: +20% mind / +5% physical Changes damage: +15% nature / +15% mind Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 19 cooldown : Effective talent level: 5.5 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str / +4 Dex / +3 Cun / +4 Con Talent cooldown: Double Strike (-1 turn) Physical save: +37 (+12 eff.) Spell save: +7 (+1 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +31% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 19 cooldown : Effective talent level: 5.5 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Unlightstreak' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +11.0% Armour: +2 Changes resistances: +6% light / +6% darkness Changes resistances penetration: +5% darkness / +15% nature Changes damage: +12% darkness Critical mult.: +8.00% Spell crit. chance: +8% Mental crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dazzlewell (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +6% lightning / +6% darkness / +6% blight / +8% fire / +7% cold Changes resistances penetration: +20% light Mental save: +29 (+7 eff.) Mental crit. chance: +11% It can be used to activate talent Hateful Whisper, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 396 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Magmabore the elven-silk wizard hat (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 10 fire / 6 cold Changes stats: +6 Cun Changes resistances: +6% cold / +19% mind / +6% fire Changes resistances penetration: +15% fire Changes damage: +19% mind Physical save: +13 (+4 eff.) Mental save: +24 (+6 eff.) Psi each turn: +0.40 Maximum psi: +34.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +9% A pointy cloth hat, very wizardly... |
Muzor the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 6 acid Changes stats: +13 Cun / +6 Wil Changes resistances: +30% acid / +9% cold / +3% darkness Changes damage: +20% acid Mental save: +15 (+4 eff.) Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Loryrefang' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +4 Dex Changes resistances: +13% acid / +11% cold / +15% fire / +5% arcane / +15% lightning Changes resistances penetration: +15% mind Allows you to breathe in: water Critical mult.: +10.00% Psi when hit: +0.16 Mental crit. chance: +6% A cap made of leather. |
drakeskin leather cap 'Porurikira' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +4 Str / +9 Wil / +4 Con / +14 Lck Changes resistances: +20% blight / +6% temporal Changes resistances penetration: +25% blight Changes damage: +6% temporal Mental save: +13 (+3 eff.) Spell crit. chance: +7% Mental crit. chance: +4% A cap made of leather. |
miner's drakeskin leather cap of the depths (0 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes resistances: +24% cold Allows you to breathe in: water Infravision radius: +3 A cap made of leather. |
10 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. |
1014 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. |
6 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
16 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 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. |
17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 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. |
Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-5 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+4 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+2 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden 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. |
13 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. |
11 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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
watchleader's alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +8% mind Blindness immunity: +24% Confusion immunity: +18% Light radius: +8 See stealth: +10 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 25 cooldown : Effective talent level: 5.5 Power cost: 25 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
52 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
24 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 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. |
8 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 (3/3)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 Activation costs 126 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 739.02 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 16 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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) Activation costs 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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Velokira the Torchblur [power 3] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 38% Damage when hit (Melee): 4 light Changes resistances: +18% darkness Changes resistances penetration: +10% fire Changes damage: +6% fire / +12% temporal Light radius: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 16 turns. When used: * Increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Aruriaravena [power 560] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +15% light Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Silence immunity: +20% Life regen: +4.00 Maximum life: +80.00 It can be used to sting an enemy dealing 1478 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. When used: * Heal for 97. Natural totems are made by powerful wilders to store nature power. |
Drodunakhad the Blazeknight [power 536] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +5 Cun / +13 Con Changes damage: +12% lightning Infravision radius: +3 It can be used to sting an enemy dealing 1414 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 77% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 31 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
elven-wood totem of healing [power 416] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 416 Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
13 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. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
15 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By poo poo the Thalore Oozemancer level 36
16th Dusk 123rd year of Ascendancy at 14:22 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By poo poo the Thalore Oozemancer level 49
42nd Regrowth 124th year of Ascendancy at 16:19 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By poo poo the Thalore Oozemancer level 36
14th Dusk 123rd year of Ascendancy at 10:26 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By poo poo the Thalore Oozemancer level 15
32nd Haze 122nd year of Ascendancy at 10:36 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By poo poo the Thalore Oozemancer level 41
54th Dusk 123rd year of Ascendancy at 03:48 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By poo poo the Thalore Oozemancer level 50
49th Pyre 124th year of Ascendancy at 16:16 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By poo poo the Thalore Oozemancer level 47
3rd Decay 123rd year of Ascendancy at 16:52 see stats
Bookception! (Nightmare (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By poo poo the Thalore Oozemancer level 50
9th Mirth 124th year of Ascendancy at 21:26 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By poo poo the Thalore Oozemancer level 40
47th Dusk 123rd year of Ascendancy at 11:36 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By poo poo the Thalore Oozemancer level 12
4th Flare 122nd year of Ascendancy at 23:38 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By poo poo the Thalore Oozemancer level 38
43rd Dusk 123rd year of Ascendancy at 23:30 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By poo poo the Thalore Oozemancer level 37
40th Dusk 123rd year of Ascendancy at 11:46 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By poo poo the Thalore Oozemancer level 50
24th Dusk 124th year of Ascendancy at 13:31 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By poo poo the Thalore Oozemancer level 19
59th Haze 122nd year of Ascendancy at 02:54 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By poo poo the Thalore Oozemancer level 27
76th Regrowth 123rd year of Ascendancy at 00:58 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By poo poo the Thalore Oozemancer level 50
16th Dusk 124th year of Ascendancy at 22:01 see stats
Got eggs? (Nightmare (Adventure) difficulty)
Finish the Pikataclysm event.By poo poo the Thalore Oozemancer level 23
43rd Regrowth 123rd year of Ascendancy at 13:10 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By poo poo the Thalore Oozemancer level 37
41st Dusk 123rd year of Ascendancy at 13:48 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By poo poo the Thalore Oozemancer level 29
39th Pyre 123rd year of Ascendancy at 10:42 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By poo poo the Thalore Oozemancer level 50
49th Pyre 124th year of Ascendancy at 17:11 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By poo poo the Thalore Oozemancer level 10
5th Mirth 122nd year of Ascendancy at 10:01 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By poo poo the Thalore Oozemancer level 20
60th Haze 122nd year of Ascendancy at 02:54 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By poo poo the Thalore Oozemancer level 30
50th Pyre 123rd year of Ascendancy at 11:28 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By poo poo the Thalore Oozemancer level 40
45th Dusk 123rd year of Ascendancy at 00:49 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By poo poo the Thalore Oozemancer level 50
62nd Regrowth 124th year of Ascendancy at 01:56 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By poo poo the Thalore Oozemancer level 29
44th Pyre 123rd year of Ascendancy at 22:32 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By poo poo the Thalore Oozemancer level 50
7th Mirth 124th year of Ascendancy at 13:17 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By poo poo the Thalore Oozemancer level 28
24th Pyre 123rd year of Ascendancy at 23:24 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By poo poo the Thalore Oozemancer level 50
3rd Summertide 124th year of Ascendancy at 09:44 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By poo poo the Thalore Oozemancer level 27
68th Regrowth 123rd year of Ascendancy at 21:14 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By poo poo the Thalore Oozemancer level 49
62nd Regrowth 124th year of Ascendancy at 00:11 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By poo poo the Thalore Oozemancer level 26
65th Regrowth 123rd year of Ascendancy at 14:13 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By poo poo the Thalore Oozemancer level 39
44th Dusk 123rd year of Ascendancy at 00:35 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By poo poo the Thalore Oozemancer level 50
24th Dusk 124th year of Ascendancy at 13:30 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By poo poo the Thalore Oozemancer level 9
4th Mirth 122nd year of Ascendancy at 12:46 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By poo poo the Thalore Oozemancer level 50
62nd Pyre 124th year of Ascendancy at 18:35 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By poo poo the Thalore Oozemancer level 24
52nd Regrowth 123rd year of Ascendancy at 02:51 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By poo poo the Thalore Oozemancer level 50
24th Dusk 124th year of Ascendancy at 13:31 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By poo poo the Thalore Oozemancer level 42
11st Haze 123rd year of Ascendancy at 03:11 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By poo poo the Thalore Oozemancer level 24
51st Regrowth 123rd year of Ascendancy at 11:22 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By poo poo the Thalore Oozemancer level 25
64th Regrowth 123rd year of Ascendancy at 18:37 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By poo poo the Thalore Oozemancer level 17
45th Haze 122nd year of Ascendancy at 13:42 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By poo poo the Thalore Oozemancer level 35
13rd Dusk 123rd year of Ascendancy at 21:13 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By poo poo the Thalore Oozemancer level 50
8th Mirth 124th year of Ascendancy at 21:17 see stats
Log
Saving game...
Saving done.
Saving game...
Resting starts...
Today is the 27th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Rested for 63 turns.
Resting starts...
Rested for 24 turns (stop reason: all resources and life at maximum).
Ran for 45 turns (stop reason: at portal).
Saving done.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the outskirts of Last Hope, with no trace of the portal...
Saving game...
Saving done.
Saving game...
There is no way out of this level here.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap 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 done.
Saving game...
Saving done.
Saving game...
Saving done.



























































































































































