Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 20 / 80% |
Size | medium |
Lifes / Deaths | Killed by Layolaith the skeleton warrior at level 10 on the 3rd Flare 122nd year of Ascendancy at 21:15 1 / 4Killed by devourer at level 17 on the 1st Time of Equilibrium 122nd year of Ascendancy at 01:14 Killed by worm that walks at level 17 on the 1st Time of Equilibrium 122nd year of Ascendancy at 22:06 Killed by Assassin Lord at level 20 on the 39th Haze 122nd year of Ascendancy at 14:13 |
Primary Stats
Strength | 48 (base 37) |
Dexterity | 32 (base 10) |
Constitution | 33 (base 28) |
Magic | 12 (base 10) |
Willpower | 59 (base 33) |
Cunning | 33 (base 11) |
Resources
Life | 602/602 |
Hate | 37/106 |
Healing Factor | 0.97435082409341 |
Regeneration | 4.140991002397 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
See Stealth | 10 |
See Invisible | 24 |
Offense: Mainhand
Damage | 72 |
Accuracy | 49 |
Crit Chance | 14% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Cold | +5% |
Physical | +5% |
Fire | +21% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Nature | +10% |
Fire | +5% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 36.317011280365 (72.903125182002%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 19 |
Physical Save | 38 |
Spell Save | 26 |
Mental Save | 31 |
Defense: Resistances
Acid | + 23%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 45%( 70%) |
All | + 17%( 70%) |
Physical | + 31%( 74%) |
Darkness | + 41%( 78%) |
Light | + 20%( 70%) |
Temporal | + 21%( 70%) |
Mind | + 18%( 70%) |
Lightning | + 36%( 70%) |
Fire | + 41%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Confusion Resistance | 22% |
Fear Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 288 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 55 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 Constitution stat. |
Class Talents
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
talent | Chant of Fortitude |
talent | Savage Hunter |
talent | Gloom |
talent | Cleave |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +8% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Marked Prey- Ziguranth patrol 15% Received damage reduction against: - Humanoid |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -3% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+10% resist all). Shroud of Passing |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 35 mind and 35 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 50 Mind damage, and deal 50 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+41% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 45% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed giant spider spinneret. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eleniderath the pair of hardened leather boots (Misfortune) (0 def, 3 armour) Eleniderath the pair of hardened leather boots (Misfortune) (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Res.pen +10% mind On Hit (Melee): * 10% chance to reduce armor by 17% * 10% chance to reduce all saves and defense by 26 ----- def ----- Armour +3 Resists +5% arcane +3% cold +6% mind +6% darkness Phys.save +7 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +8 (+4 eff.) Curse of Misfortune A pair of boots made of leather. |
Light source | brass lantern 'Earthpanic' brass lantern 'Earthpanic'2.0 T1 lite [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +10% nature On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Crit.dmg- 10.00% ---------- misc Light +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Burnstrike the dwarven-steel helm (Nightmares) (0 def, 4 armour) Burnstrike the dwarven-steel helm (Nightmares) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str +7 Dex +3 Cun dps ---------- Crit.mult +10.00% Apr +6 ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +5% temporal +11% darkness +9% fire ---------- misc Infravis +4 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | steel torque of mindblast [power 155] (15 cooldown) steel torque of mindblast [power 155] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Greenbane (Shrouds) Greenbane (Shrouds)0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +1 Dex dps ---------- Phys.crit +4.0% Melee+ 7 physical Ranged+ 7 physical Acc +20 (+7 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 26 On Hit (Ranged): * 10% chance to reduce all saves and defense by 26 ----- def ----- Armour +8 Resists +3% nature ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Curse of Shrouds Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | Inertial Twine (Misfortune) Inertial Twine (Misfortune)0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% Curse of Misfortune This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around waist | noble's hardened leather belt of recklessness (Misfortune) noble's hardened leather belt of recklessness (Misfortune)1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Against +20% Summoned ----- def ----- D.Red.from +22% Summoned Curse of Misfortune A belt that goes around your waist. |
In main hand | Isuriatha the Stormpiercer (Madness) (40-61 power, 2 apr) Isuriatha the Stormpiercer (Madness) (40-61 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Wil dps ---------- Mind.crit +5% Res.pen +15% lightning ---------- misc Psi/ret +0.04 Curse of Madness Massive two-handed mauls. |
On hands | dwarven-steel gauntlets 'Ce'Niwen' (Misfortune) (0 def, 2 armour) dwarven-steel gauntlets 'Ce'Niwen' (Misfortune) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +6 Dex +3 Wil dps ---------- Melee+ 5 cold Dmg.mod +5% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +3% lightning +7% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Halugakhad the Heatmalice (Corpses) (2 def, 6 armour) Halugakhad the Heatmalice (Corpses) (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +5% fire ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +9% fire +7% physical +5% arcane +17% cold Phys.save +11 (+4 eff.) Max.HP +28.00 HP.reg +4.00 Heal.mod +11% Curse of Corpses A suit of armour made of mail. |
Cloak | cashmere cloak 'Shockblow' (Shrouds) (2 def, 0 armour) cashmere cloak 'Shockblow' (Shrouds) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Melee Ret 2 lightning On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Defense +2 (+2 eff.) Resists +7% acid +3% light +11% fire +7% cold +5% arcane +13% lightning Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
healing infusion of the titan (heal 117; cd 14) healing infusion of the titan (heal 117; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 117 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 64; cd 13) healing infusion of the wizard (heal 64; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 64 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 82; cd 10) healing infusion of the wizard (heal 82; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 331; 14 cd) regeneration infusion of the psychic (heal 331; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 331 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 105; cd 14) shatter afflictions rune of the psychic (absorb 105; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 105 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 441; dur 3; cd 16) shielding rune of the psychic (absorb 441; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 441 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
grounding steel amulet of strength (+3) grounding steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +13% lightning Stun/Frz- +20% Amulets make your neck look great! |
Blizzardbone the steel ring (Nightmares) Blizzardbone the steel ring (Nightmares)0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +12% Dmg.mod +6% mind +9% cold Res.pen +15% mind +5% cold Acc +7 (+3 eff.) ----- def ----- Defense +7 (+5 eff.) ---------- misc Light +3 Curse of Nightmares Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
Mederion the steel ring (Corpses) Mederion the steel ring (Corpses)0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +10% lightning ----- def ----- Resists +20% lightning +6% temporal Spell.save +3 (+2 eff.) ---------- misc Psi/ret +0.16 Max.psi +20.00 Curse of Corpses Rings make your fingers look great! |
rogue's copper ring of pilfering (Corpses) rogue's copper ring of pilfering (Corpses)0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Cun dps ---------- Acc +7 (+3 eff.) Apr +7 ----- def ----- Defense +14 (+9 eff.) Curse of Corpses Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 104% 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! |
acidic steel battleaxe of massacre (Corpses) (32-49 power, 2 apr) acidic steel battleaxe of massacre (Corpses) (32-49 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 32.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Corpses Massive two-handed battleaxes. |
thought-forged iron battleaxe of massacre (Nightmares) (24-35 power, 1 apr) thought-forged iron battleaxe of massacre (Nightmares) (24-35 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master/Psionic Power 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 mind On Hit: * 19% chance to reduce all saves and defense by 26 While equipped: Stats +2 Cun +2 Wil Curse of Nightmares Massive two-handed battleaxes. |
elemental steel greatsword of amnesia (Madness) (24-39 power, 2 apr) elemental steel greatsword of amnesia (Madness) (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Arcane/Psionic Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +13% lightning Curse of Madness Massive two-handed swords. |
rough leather belt 'Getaroddavon' (Shrouds) rough leather belt 'Getaroddavon' (Shrouds)1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Res.pen +5% mind Against +16% Summoned ----- def ----- Resists +5% arcane D.Red.from +16% Summoned Spell.save +3 (+2 eff.) HP.reg +4.00 Curse of Shrouds A belt that goes around your waist. |
Balancezeal the linen cloak (Corpses) (1 def, 0 armour) Balancezeal the linen cloak (Corpses) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +5 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +3% mind Res.pen +5% nature ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubanor the Thunderspawn (Madness) (1 def, 0 armour) Zubanor the Thunderspawn (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil +6 Cun dps ---------- Res.pen +5% lightning ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning ---------- misc Mana/turn +0.04 Vim/s.crit +1.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (Shrouds) (1 def, 4 armour) Frost Treads (Shrouds) (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Shrouds A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Halyyaldir the pair of rough leather boots (Nightmares) (15 def, 1 armour) Halyyaldir the pair of rough leather boots (Nightmares) (15 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical Acc +5 (+2 eff.) ----- def ----- Armour +1 Defense +15 (+9 eff.) Resists +6% lightning +6% temporal +3% light +3% cold +3% acid Curse of Nightmares A pair of boots made of leather. |
Turyhad the Rainvagrant (Shrouds) (0 def, 1 armour) Turyhad the Rainvagrant (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str +2 Con dps ---------- Res.pen +5% cold ----- def ----- Armour +1 Resists +3% cold HP.reg +2.00 Heal.mod +10% ---------- misc See.Invis +9 Curse of Shrouds A pair of boots made of leather. |
Sunqueen (Madness) (0 def, 1 armour) Sunqueen (Madness) (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Resists +3% fire Crit.dmg- 5.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Voresevena the Glowpython (Nightmares) (0 def, 2 armour) Voresevena the Glowpython (Nightmares) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun +2 Mag dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +6% darkness +9% light ---------- misc See.Invis +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Shockfury' (Nightmares) (0 def, 2 armour) hardened leather gloves 'Shockfury' (Nightmares) (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- S.pwr/crit +4 Melee+ 6 light Dmg.mod +5% light +6% arcane Melee Ret 8 blight ----- def ----- Armour +2 Resists +7% light +12% lightning ---------- misc Max.mana +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glena (Nightmares) (1 def, 0 armour) Glena (Nightmares) (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +11% lightning +12% acid Res.pen +5% mind +5% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning ---------- misc Hate/m.crit +2.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
Growthnull the rough leather cap (Corpses) (0 def, 1 armour) Growthnull the rough leather cap (Corpses) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +10% acid +10% cold On Hit (Melee): * 10% chance to slow global speed by 53% * 10% chance to reduce armor by 17% ----- def ----- Armour +1 Fatigue +1% Resists +12% acid +6% fire +6% cold Curse of Corpses A cap made of leather. |
Yvoldana the iron helm (Nightmares) (0 def, 3 armour) Yvoldana the iron helm (Nightmares) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +5 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold ---------- misc Infravis +3 See.Invis +6 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Magmasweep the iron mail armour (Nightmares) (2 def, 4 armour) Magmasweep the iron mail armour (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +8 Wil +4 Cun +5 Con dps ---------- Dmg.mod +6% fire ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Mind.save +12 (+6 eff.) ---------- misc Infravis +3 Curse of Nightmares A suit of armour made of mail. |
impenetrable iron mail armour of lightning resistance (Corpses) (2 def, 10 armour) impenetrable iron mail armour of lightning resistance (Corpses) (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% Resists +15% lightning Curse of Corpses A suit of armour made of mail. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
145 alchemist agate 145 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Lightningpassion the brass lantern Lightningpassion the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +5 Cun dps ---------- Res.pen +10% lightning ----- def ----- Resists +6% lightning Max.HP +42.00 ---------- misc Light +3 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
piercing iron torque of mindblast [power 105] (15 cooldown) piercing iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Fiver the Unbidden the Cornac Cursed level 11
17th Dusk 122nd year of Ascendancy at 17:54 see stats
By Fiver the Unbidden the Cornac Cursed level 19
32nd Haze 122nd year of Ascendancy at 14:42 see stats
By Fiver the Unbidden the Cornac Cursed level 10
3rd Flare 122nd year of Ascendancy at 13:57 see stats
By Fiver the Unbidden the Cornac Cursed level 20
32nd Haze 122nd year of Ascendancy at 19:33 see stats
By Fiver the Unbidden the Cornac Cursed level 20
39th Haze 122nd year of Ascendancy at 20:36 see stats
By Fiver the Unbidden the Cornac Cursed level 11
7th Flare 122nd year of Ascendancy at 14:36 see stats
By Fiver the Unbidden the Cornac Cursed level 8
8th Mirth 122nd year of Ascendancy at 19:39 see stats
By Fiver the Unbidden the Cornac Cursed level 19
8th Haze 122nd year of Ascendancy at 10:38 see stats
Log
Today is the 2nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Today is the 3rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 4th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 5th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Today is the 6th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Today is the 7th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Quest 'The Brotherhood of Alchemists' status updated! (Press 'j' to see the quest log)
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 8th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
Today is the 9th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Today is the 10th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 11st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Today is the 12nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 13rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 14th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Today is the 15th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Today is the 16th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 17th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
Today is the 18th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Today is the 19th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Ran for 4 turns (stop reason: interesting terrain).
Today is the 20th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
Today is the 21st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.