













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Race: Leprechaun 1.7.4Adds leprechauns as a new race. They are especially lucky and cunning magical halflings. Stat modifiers: -3 Strength, +3 Magic, +3 Cunning, and +10 Luck Racial talent tree: https://github.com/Werekracken/tome-leprechaun Changelog Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Nargol 1.7.4Adds the Nargol as a playable Halfling subrace. Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later. 1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead. 1. Space Out: each talent cast will increase your negative life slightly. 2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1. 3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap. 4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life. In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Nargol |
Class | Wanderer3in1 |
Level / Exp | 37 / 90% |
Size | small |
Lifes / Deaths | Killed by Ilomi the halfling at level 24 on the 39th Dusk 122nd year of Ascendancy at 21:43 6 / 1 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 35 (base 22) |
Constitution | 50 (base 23) |
Magic | 37 (base 12) |
Willpower | 163.77059305804 (base 60) |
Cunning | 127 (base 60) |
Resources
Steam | 0/100 |
Mana | 953/985 |
Equilibrium | 43 |
Vim | 264/264 |
Life | 996/996 |
Positive | 138/138 |
Stamina | 581/592 |
Psi | 282/284 |
Healing Factor | 1.3186847857241 |
Regeneration | 12.197834267948 |
Speed
Mental | +33.507559481466% |
Attack | +33.507559481466% |
Movement | +51.091507046996% |
Spell | +33.507559481466% |
Global | +74.902125683665% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 68.620354144341 |
See Invisible | 68.620354144341 |
Offense: Mainhand
Damage | 138 |
Accuracy | 61 |
Crit Chance | 46% |
APR | 60 |
Speed | 0.75 |
Offense: Offhand
Damage | 132 |
Accuracy | 61 |
Crit Chance | 46% |
APR | 60 |
Speed | 0.75 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 43% |
Speed | 0.74902125683664 |
Offense: Mind
Mindpower | 124 |
Crit Chance | 55% |
Speed | 0.74902125683664 |
Offense: Damage Bonus
Blight | +26% |
Cold | +38% |
All | +10% |
Lightning | +16% |
Temporal | +19% |
Darkness | +13% |
Mind | +22% |
Fire | +20% |
Nature | +73% |
Offense: Damage Penetration
Arcane | +43% |
Nature | +125% |
All | +28% |
Defense: Base
Armour (hardiness) | 26 (48.304188961773%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 75 |
Mental Save | 81 |
Defense: Resistances
Acid | + 68%( 70%) |
Arcane | + 43%( 70%) |
Cold | + 56%( 70%) |
All | + 40%( 70%) |
Lightning | + 55%( 70%) |
Light | + 43%( 70%) |
Temporal | + 43%( 70%) |
Physical | + 48%( 70%) |
Fire | + 56%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Bleed Resistance | 41% |
Fear Resistance | 60% |
Instadeath Resistance | 100% |
Poison Resistance | 91% |
Blind Resistance | 41% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 effect and reduce all damage taken by 49% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 49% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 337 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 385 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
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 802 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Scourge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Wild-gift / Oozing blades | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Psionic fog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Demented / Rift | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Psionic / Thought-Forms | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 0.80 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Imperialist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/1 |
Race / Nargol | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Thermal Shield |
talent | Unstoppable Nature |
talent | Psiblades |
talent | Mitosis |
talent | Chant of Resistance |
talent | Practice |
talent | Concentrate |
talent | Kinetic Shield |
talent | Dark Ritual |
talent | Ice Core |
talent | Thought-Form: Bowman |
talent | Recompose |
talent | Beyond the Flesh |
beneficial effect | combat/move speed +34%, global speed -34%, crushing blows. Rational Thought |
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 |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Ice Core (+2 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you gained talent category Wild-gift / Ooze (at mastery 0.80). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved talent Dark Ritual (+2 level(s)). | done |
You successfully escorted the lost spellblade to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost spellblade (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Steamtech / Thoughts of iron (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant Acolyte (+2 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost wyrmic to the recall portal on level 1 of Old Forest. Escort: lost wyrmic (level 1 of Old Forest)As a reward you improved talent Lightning Speed (+2 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Willpower by +8. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 802. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +16 Mag / +15 Wil / +22 Cun / +5 Con Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +15.00% N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +40.00 Maximum neg.energy: +20.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Quiver | ![]() Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 45.0 - 54.0 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +13.0% Capacity: 20 On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 mind / +20 lightning Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +16 mind Shots are used with slings to pummel your foes to death. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +12 Damage (Melee): 10 lightning Changes resistances: +7% lightning / +6% temporal Changes damage: +6% lightning Spell save: +12 (+3 eff.) Mental save: +16 (+3 eff.) Life regen: +6.00 Stamina each turn: +0.70 Mana each turn: +0.12 Psi each turn: +0.27 Maximum life: +50.00 Spell crit. chance: +1% 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. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +3 Wil Changes resistances penetration: +15% arcane / +8% all Changes damage: +9% temporal Maximum hate: +10.00 Maximum psi: +50.00 Mindpower: +25 (+3 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+2 eff.) It can be used to activate talent Instill Fear (costing 13 power out of 10/45) : Effective talent level: 4.2 Power cost: 13 out of 10/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 61.00 mind and 56.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 52. Terrified: Deals 15.25 mind and 14.12 darkness damage per turn and increases cooldowns by 78%. Haunted: Causes the target to suffer 23.74 mind and 21.99 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +4 Wil / +3 Con Changes resistances penetration: +20% nature Critical mult.: +10.00% Mindpower: +30 (+4 eff.) Mental crit. chance: +2% It can be used to activate talent Rush, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +15 (+5 eff.) Armour: +6 Damage when hit (Melee): 10 physical Changes stats: +12 Con Critical mult.: +15.00% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 74 lightning damage and will be dazed for 1 turn (371 total damage) Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Requires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +28 (+9 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 57 Damage when hit (Melee): 10 mind Changes stats: +7 Cun / +6 Wil Changes damage: +3% darkness / +8% all Spellpower: +35 (+11 eff.) Mindpower: +48 (+6 eff.) Rings make your fingers look great! This item has been sent to the Item's Vault. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes resistances: +26% nature Changes damage: +3% cold / +13% nature / +6% mind Mindpower: +25 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Mag / +9 Wil / +11 Cun / +3 Con Changes damage: +10% blight / +10% fire / +18% nature Critical mult.: +16.00% Spellpower: +11 (+4 eff.) Infravision radius: +3 Amulets make your neck look great! This item has been sent to the Item's Vault. |
In main hand | ![]() Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 99% Wil, 59% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +50 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 arcane Changes stats: +3 Str / +4 Dex / +8 Wil Changes resistances: +5% arcane Changes resistances penetration: +20% nature Changes damage: +12% nature Talent granted: +1 Attune Mindstar Mindpower: +28 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() Requires: - Level 15 Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% fire / +6% light / +11% cold Changes damage: +6% mind Critical mult.: +15.00% Mental save: +18 (+4 eff.) Mindpower: +30 (+4 eff.) Infravision radius: +2 A belt that goes around your waist. This item has been sent to the Item's Vault. |
In off hand | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 99% Wil, 59% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +50 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +16 Wil Changes damage: +6% blight Talent granted: +1 Attune Mindstar Critical mult.: +20.00% Spell save: +6 (+1 eff.) Mental save: +9 (+2 eff.) Maximum psi: +20.00 Mindpower: +61 (+8 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. This item has been sent to the Item's Vault. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 285 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 233 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 8 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +8 Changes damage: +10% blight / +10% fire / +12% lightning / +6% temporal Critical mult.: +14.00% Blindness immunity: +10% Disease immunity: +20% Knockback immunity: +20% Life regen: +4.00 Spellpower: +9 (+3 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 88% Damage when hit (Melee): 10 fire Changes resistances: +26% lightning Changes resistances penetration: +25% nature Changes damage: +9% lightning / +30% nature Stun/Freeze immunity: +44% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Damage when hit (Melee): 4 temporal Changes stats: +6 Dex / +3 Con Changes resistances: +32% temporal Changes damage: +9% temporal Pinning immunity: +42% Knockback immunity: +50% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +10 Con Changes resistances: +6% blight Spell save: +6 (+1 eff.) Stun/Freeze immunity: +38% Life regen: +5.00 Spell crit. chance: +6% Infravision radius: +3 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 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 178% 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! |
![]() Requires: - Level 15 Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +15% blight / +3% darkness / +12% acid Changes resistances penetration: +5% temporal Changes damage: +3% temporal Physical save: +6 (+2 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +30 (+8 eff.) Armour: +3 Changes stats: +2 Mag / +5 Wil Changes resistances: +15% mind Changes resistances penetration: +25% physical Infravision radius: +2 It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 19 turns. A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Armour: +13 Changes stats: +2 Str / +15 Dex / +3 Mag / +2 Wil / +2 Con / +17 Lck Stealth bonus: +24 Physical save: +12 (+4 eff.) It can be used to blink to a nearby random location (rad 12) Activation puts all charms on cooldown for 19 turns. A pair of boots made of leather. |
![]() Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +11 (+4 eff.) Armour: +8 Defense: +34 (+10 eff.) Fatigue: +7% Changes stats: +3 Str / +2 Dex / +3 Mag / +6 Wil Changes resistances: +12% lightning / +15% temporal Physical save: +6 (+2 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Mindpower: +12 (+1 eff.) Mental crit. chance: +5% Movement speed: +20% A suit of armour made of leather. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
![]() 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
![]() 0.00 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. |
![]() Requires: - Level 15 Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 73 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 58 power out of 150/150) : Effective talent level: 5.5 Power cost: 58 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 40.43 cold damage and 32.23 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 8 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 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 146 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. |
![]() Powered 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. |
![]() Requires: - Level 25 Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Damage when hit (Melee): 10 lightning Changes resistances: +9% blight / +9% lightning Changes damage: +27% acid / +6% lightning It can be used to blast the opponent's mind dealing 445 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 57 Changes stats: +2 Mag Changes resistances penetration: +20% arcane / +25% blight Critical mult.: +10.00% Mana each turn: +0.08 Maximum vim: +50.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 552 Base Damage: 251 Armor: 30 All Resist: 26 Activation puts all charms on cooldown for 19 turns. When used: * Heal for 78. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Witchhazel the Nargol Wanderer3in1 level 33
66th Haze 122nd year of Ascendancy at 21:25 see stats
By Witchhazel the Nargol Wanderer3in1 level 32
55th Haze 122nd year of Ascendancy at 10:33 see stats
By Witchhazel the Nargol Wanderer3in1 level 36
9th Allure 123rd year of Ascendancy at 08:43 see stats
By Witchhazel the Nargol Wanderer3in1 level 28
74th Dusk 122nd year of Ascendancy at 11:57 see stats
By Witchhazel the Nargol Wanderer3in1 level 36
3rd Regrowth 123rd year of Ascendancy at 05:33 see stats
By Witchhazel the Nargol Wanderer3in1 level 35
10th Decay 122nd year of Ascendancy at 03:20 see stats
By Witchhazel the Nargol Wanderer3in1 level 35
71st Haze 122nd year of Ascendancy at 03:37 see stats
By Witchhazel the Nargol Wanderer3in1 level 23
35th Dusk 122nd year of Ascendancy at 13:17 see stats
By Witchhazel the Nargol Wanderer3in1 level 23
35th Dusk 122nd year of Ascendancy at 18:19 see stats
By Witchhazel the Nargol Wanderer3in1 level 29
53rd Haze 122nd year of Ascendancy at 09:02 see stats
By Witchhazel the Nargol Wanderer3in1 level 37
3rd Regrowth 123rd year of Ascendancy at 07:44 see stats
By Witchhazel the Nargol Wanderer3in1 level 33
69th Haze 122nd year of Ascendancy at 23:42 see stats
By Witchhazel the Nargol Wanderer3in1 level 20
8th Dusk 122nd year of Ascendancy at 08:40 see stats
By Witchhazel the Nargol Wanderer3in1 level 10
2nd Mirth 122nd year of Ascendancy at 17:33 see stats
By Witchhazel the Nargol Wanderer3in1 level 20
7th Dusk 122nd year of Ascendancy at 20:25 see stats
By Witchhazel the Nargol Wanderer3in1 level 30
53rd Haze 122nd year of Ascendancy at 16:32 see stats
By Witchhazel the Nargol Wanderer3in1 level 29
35th Haze 122nd year of Ascendancy at 16:19 see stats
By Witchhazel the Nargol Wanderer3in1 level 29
53rd Haze 122nd year of Ascendancy at 13:47 see stats
By Witchhazel the Nargol Wanderer3in1 level 20
24th Dusk 122nd year of Ascendancy at 22:55 see stats
By Witchhazel the Nargol Wanderer3in1 level 35
71st Haze 122nd year of Ascendancy at 02:05 see stats
By Witchhazel the Nargol Wanderer3in1 level 20
25th Dusk 122nd year of Ascendancy at 16:46 see stats
By Witchhazel the Nargol Wanderer3in1 level 17
6th Dusk 122nd year of Ascendancy at 06:28 see stats
By Witchhazel the Nargol Wanderer3in1 level 35
10th Decay 122nd year of Ascendancy at 04:36 see stats
By Witchhazel the Nargol Wanderer3in1 level 14
1st Flare 122nd year of Ascendancy at 14:05 see stats
By Witchhazel the Nargol Wanderer3in1 level 36
2nd Regrowth 123rd year of Ascendancy at 21:31 see stats
By Witchhazel the Nargol Wanderer3in1 level 23
36th Dusk 122nd year of Ascendancy at 00:38 see stats
By Witchhazel the Nargol Wanderer3in1 level 16
3rd Dusk 122nd year of Ascendancy at 10:24 see stats
By Witchhazel the Nargol Wanderer3in1 level 25
43rd Dusk 122nd year of Ascendancy at 03:22 see stats
By Witchhazel the Nargol Wanderer3in1 level 18
6th Dusk 122nd year of Ascendancy at 15:54 see stats
By Witchhazel the Nargol Wanderer3in1 level 32
55th Haze 122nd year of Ascendancy at 08:06 see stats
Log
There is an item here: Un'fezan's Cap (1 def, 0 armour)
There is an item here: The Face of Fear (8 def, 0 armour)
There is an item here: Adamira the Lightningobeisance (0 def, 3 armour)
There is an item here: Polytta (9 def, 6 armour)
There is an item here: Cuthedumnir the cashmere wizard hat (2 def, 2 armour)
There is an item here: Eye of the Forest (8 def, 0 armour)
There is an item here: Cloud Caller (0 def, 0 armour)
Witchhazel picks up (o.): Adamira the Lightningobeisance (0 def, 3 armour).
Witchhazel picks up (p.): The Face of Fear (8 def, 0 armour).
Witchhazel drops on the floor: Adamira the Lightningobeisance (0 def, 3 armour).
Your Adamira the Lightningobeisance (0 def, 3 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Witchhazel wears (replacing Crown of Command (3 def, 6 armour)): The Face of Fear (8 def, 0 armour).
There is an item here: Rod of Entropy (1/1)
There is an item here: Rod of Entropy (1/1)
There is an item here: cashmere cloak 'Galereaper' (13 def, 6 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Daneth's Neckguard
There is an item here: Lavafear the steel amulet
There is an item here: Gayanne the Chargeraptor
Ran for 2 turns (stop reason: object seen).
You transfer Crown of Command (3 def, 6 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.