Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Additional Talent Points for Adventurers 1.3.1This mod is a personal project to modify the adventurer class in a way that gives them more options, without going into ridiculously overpowered territory; as well as to learn a bit about lua as I try to make my own mods. It is not intended to be balanced. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Items Vault 1.3.0Donators/Buyers bonus! Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: magebow class v18 1.3.1Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Illim |
Class | Magebow |
Level / Exp | 61 / 83% |
Size | medium |
Lifes / Deaths | Killed by Emelorin the giant white ant at level 10 on the 2nd Mirth 122nd year of Ascendancy at 23:02 / 26Killed by Polebrethra the ghoul at level 12 on the 3rd Mirth 122nd year of Ascendancy at 15:35 Killed by Ce'Nedhelaith the dire wolf at level 12 on the 3rd Mirth 122nd year of Ascendancy at 17:15 Killed by Ce'Nedhelaith the dire wolf at level 12 on the 3rd Mirth 122nd year of Ascendancy at 18:21 Killed by Ce'Nedhelaith the dire wolf at level 13 on the 3rd Mirth 122nd year of Ascendancy at 19:26 Killed by Emitta the treant at level 17 on the 10th Mirth 122nd year of Ascendancy at 14:52 Killed by Emitta the treant at level 18 on the 10th Mirth 122nd year of Ascendancy at 16:42 Killed by Emitta the treant at level 18 on the 10th Mirth 122nd year of Ascendancy at 18:56 Killed by snow giant thunderer at level 20 on the 1st Summertide 122nd year of Ascendancy at 06:08 Killed by Eilineldawe the red crystal at level 26 on the 1st Summertide 122nd year of Ascendancy at 13:02 Killed by Poriralaith the treant at level 30 on the 2nd Summertide 122nd year of Ascendancy at 06:31 Killed by Polelle the dragon turtle at level 36 on the 1st Flare 122nd year of Ascendancy at 22:11 Killed by Polelle the dragon turtle at level 36 on the 2nd Flare 122nd year of Ascendancy at 00:11 Killed by Ce'Nimina the squid at level 37 on the 2nd Flare 122nd year of Ascendancy at 04:58 Killed by Ce'Nimina the squid at level 37 on the 2nd Flare 122nd year of Ascendancy at 07:05 Killed by Ce'Nimina the squid at level 37 on the 2nd Flare 122nd year of Ascendancy at 08:11 Killed by Xanoth the giant eel at level 42 on the 2nd Flare 122nd year of Ascendancy at 23:35 Killed by Salann the rattlesnake at level 47 on the 9th Flare 122nd year of Ascendancy at 02:50 Killed by Salann the rattlesnake at level 47 on the 9th Flare 122nd year of Ascendancy at 04:43 Killed by imno sctor at level 47 on the 9th Flare 122nd year of Ascendancy at 05:46 Killed by venom drake at level 53 on the 9th Flare 122nd year of Ascendancy at 10:59 Killed by imno sctor at level 54 on the 9th Flare 122nd year of Ascendancy at 12:32 Killed by imno sctor at level 54 on the 9th Flare 122nd year of Ascendancy at 15:01 Killed by Xanedhethra the rattlesnake at level 54 on the 9th Flare 122nd year of Ascendancy at 17:23 Killed by Xanedhethra the rattlesnake at level 54 on the 9th Flare 122nd year of Ascendancy at 20:11 Killed by Salemina the venom drake hatchling at level 58 on the 10th Flare 122nd year of Ascendancy at 01:57 |
Primary Stats
Strength | 120 (base 60) |
Dexterity | 67 (base 60) |
Constitution | 65 (base 60) |
Magic | 75 (base 60) |
Willpower | 30 (base 10) |
Cunning | 81 (base 60) |
Resources
Life | 1390/1390 |
Mana | 372/372 |
Stamina | 366/366 |
Healing Factor | 1.78 |
Regeneration | 40.567512020453 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | +100% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 16.51794608012 |
See Invisible | 32.445603250151 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 211 |
Accuracy | 68 |
Crit Chance | 61% |
APR | 37 |
Speed | 0.80 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 57% |
Speed | 0.5 |
Offense: Mind
Mindpower | 42.133333333333 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +9% |
Defense: Base
Armour (hardiness) | 35 (30%) |
Defense | 51.666239449114 |
Ranged Defense | 53.666239449114 |
Fatigue | 0 |
Physical Save | 63.4375 |
Spell Save | 60.4375 |
Mental Save | 69.7125 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 38% |
Confusion Resistance | 28% |
Teleport Resistance | 5% |
Blind Resistance | 20% |
Silence Resistance | 33% |
Disarm Resistance | 5% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (50% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: InvisibilityUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (50% of a turn) Is: a spell Description: Activate the rune to become invisible (power 10) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. |
Infusions | Effective talent level: 1.0 Infusion: SunUse 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 brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 27). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 53) for 4 turns. Its effects scale with your Dexterity stat.Additionally, it will throw enemies targeting you off your tracks. |
Infusions | Effective talent level: 1.0 Infusion: OxygenUse 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 restore 237 stamina and air over 10 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arrows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.16 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Charged techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Illim | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Bowcasting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mighty Arrows |
talent | Unveil |
talent | Magical Throw |
talent | Blur Sight |
talent | Phantasmal Shield |
talent | Wind Flow |
talent | Premonition |
talent | Magical Feed |
talent | Vision |
beneficial effect | The target is surrounded by a magical shield, absorbing 255/255 damage nil before it crumbles. Damage Shield |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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 |
You failed to protect the lost anorithil from death by red ooze. Escort: lost anorithil (level 2 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Bethurewyn the giant acid ant. Escort: lost anorithil (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by hornet swarm. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +2. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 50. | 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. | active |
Equipment
On feet | Hurikor (0 def, 3 armour) Hurikor (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: -4% Changes resistances: +11% lightning / +11% temporal / +11% fire / +9% mind / +11% cold Changes resistances penetration: +11% physical Maximum encumbrance: +37 Physical save: +11 (+3 eff.) Mental save: +26 (+6 eff.) Silence immunity: +33% Confusion immunity: +28% Stun/Freeze immunity: +38% Stamina each turn: +0.90 Maximum stamina: +27.00 Mindpower: +6 (+2 eff.) A pair of boots made of leather. |
Quiver | Prismwedge (22/22, 53.5-74.9 power, 18 apr) Prismwedge (22/22, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 0% Str, 100% Mag, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +18 Physical crit. chance: +16.0% Capacity: 22 On weapon hit: * 40% chance to blind * 40% chance to gain 10% of a turn * Random elemental explosion On weapon crit: * cripple the target Damage (Ranged): +16 cold / +8 light Burst (radius 2) on crit: +4 temporal Arrows are used with bows to pierce your foes to death. |
Light source | Zubedath the alchemist's lamp Zubedath the alchemist's lampPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Defense: +9 (+3 eff.) Damage when hit (Melee): 15 fire Changes stats: +1 Dex / +1 Mag / +5 Wil / +2 Con Changes resistances: +8% fire Changes resistances penetration: +9% all Grants telepathy: Dragon Critical mult.: +16.00% Reduces incoming crit damage: 5.00% Physical save: +13 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +13 (+3 eff.) Light radius: +5 Infravision radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Zubayassra the Cloudslicer (10 def, 5 armour) Zubayassra the Cloudslicer (10 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical power: +10 (+2 eff.) Armour: +5 Defense: +10 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +14 Str / +5 Dex / +2 Mag / +7 Wil / +13 Cun Changes resistances: +12% lightning / +14% physical Changes resistances penetration: +5% lightning Physical save: +12 (+3 eff.) Mental save: +10 (+2 eff.) Psi when hit: +0.04 Maximum psi: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Ragyrek the Kindleweeper (dig speed 13 turns) Ragyrek the Kindleweeper (dig speed 13 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Str / +7 Mag Changes resistances: +5% arcane / +9% darkness Changes damage: +6% light Physical save: +8 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +5% Teleport immunity: +5% Only die when reaching: -40.00 life Maximum life: +77.00 Maximum mana: +67.00 Maximum stamina: +24.00 Spell crit. chance: +14% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings can have magical properties. |
On fingers | steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Spellpower: +6 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Zubeyana ZubeyanaRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 17% chance to corrode armour Damage (Ranged): +17 cold Burst (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +13 Changes resistances penetration: +28% acid / +13% temporal / +13% cold / +15% mind / +47% physical Changes damage: +17% temporal / +3% mind / +66% physical Grants telepathy: Demon/Minor Demon/Major Talents cooldown: Volley of Arrows (-2 turns) Arrow Stitching (-1 turn) Steady Shot (-2 turns) Pinning Shot (-1 turn) Life regen: +2.10 Mental crit. chance: +4% Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Glorelrawe the drakeskin leather armour (20 def, 13 armour) Glorelrawe the drakeskin leather armour (20 def, 13 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +13 Defense: +20 (+7 eff.) Fatigue: +8% Damage when hit (Melee): 4 blight Changes stats: +1 Str / +6 Cun / +2 Con Changes resistances: +12% mind Changes damage: +18% blight Mental save: +62 (+14 eff.) Life regen: +12.00 Mana when firing critical spell: +1.00 Maximum life: +87.00 Maximum mana: +40.00 See invisible: +3 Healing mod.: +48% A suit of armour made of leather. |
Cloak | Adareta the linen cloak (1 def, 0 armour) Adareta the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Fatigue: -2% Changes stats: +3 Str / +3 Mag / +4 Wil Critical mult.: +3.00% Reduces incoming crit damage: 5.00% Physical save: +25 (+6 eff.) Spell save: +6 (+2 eff.) Stamina each turn: +0.40 Maximum mana: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | stabilizing steel amulet of mastery (0.16 Spell / Phantasm) stabilizing steel amulet of mastery (0.16 Spell / Phantasm)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% temporal Talent mastery: +0.16 Spell / Phantasm Pinning immunity: +23% Knockback immunity: +24% Amulets can have magical properties. |
Inventory
adaptation infusion of the duelist (cure 2 afflictions; duration 16, 29% resist, 44% recovery) adaptation infusion of the duelist (cure 2 afflictions; duration 16, 29% resist, 44% recovery)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to adapt your body, curing yourself of up to 2 poisons or diseases. For 16 turns, you gain water breathing, 29% fire and cold resistance, and have a 44% chance each turn to lower the duration of each hostile poison, disease, fire or cold effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 340 over 5 turns) regeneration infusion of the sneak (heal 340 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (173 cold damage; 60 apply power) biting gale rune of the sneak (173 cold damage; 60 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 173.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 60. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
manasurge rune of the titan (1308% regen over 10 turns; 65 instant mana) manasurge rune of the titan (1308% regen over 10 turns; 65 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (50% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1308% over 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
reconstruction rune of the wizard (heal 382; cure a cut or wound) reconstruction rune of the wizard (heal 382; cure a cut or wound)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (50% of a turn) Is: a spell Description: Activate the rune to heal yourself for 382 life, and cure one cut or wound effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Xogabeth the elven-wood longbow Xogabeth the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +11 acid / +14 lightning When wielded/worn: Changes stats: +1 Str / +5 Dex / +1 Mag / +4 Wil / +1 Cun Changes resistances penetration: +11% physical / +12% temporal Changes damage: +17% acid / +20% temporal / +18% physical / +17% lightning Grants telepathy: Dragon Talent cooldown: Arrow Stitching (-1 turn) Infravision radius: +1 Longbows are used to shoot arrows at your foes. |
Volcanic Slasher (15-21 power, 5 apr) Volcanic Slasher (15-21 power, 5 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Burst (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
Xobrevena the Murkripper (7 def, 0 armour) Xobrevena the Murkripper (7 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Damage when hit (Melee): 16 darkness Changes resistances: +13% acid / +13% physical / +6% darkness / +13% fire / +9% lightning / +16% cold Changes resistances penetration: +11% mind Changes damage: +9% acid / +9% physical / +18% darkness / +30% arcane / +8% fire / +13% mind / +7% cold Talent cooldown: Refit Golem (-4 turns) Psi each turn: +0.57 Maximum mana: +88.00 Maximum psi: +22.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 60% (based on Cunning), costing 30 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
dwarven-steel helm 'Givea' (0 def, 4 armour) dwarven-steel helm 'Givea' (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 14 physical Changes stats: +8 Str / +1 Wil Changes resistances: +18% blight / +18% darkness Critical mult.: +10.00% Spell save: +42 (+10 eff.) Mental save: +21 (+5 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum hate: +4.00 Spell crit. chance: +2% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1114.2 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Siledhemina the Obsidiankill (1 def, 2 armour) Siledhemina the Obsidiankill (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +22% light / +22% darkness Changes damage: +3% darkness Grants telepathy: Dragon Critical mult.: +5.00% Equilibrium when hit: +0.12 Mental crit. chance: +2% A suit of armour made of leather. |
rejuvenating drakeskin leather armour (5 def, 8 armour) rejuvenating drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Life regen: +4.90 Stamina each turn: +1.40 A suit of armour made of leather. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 50% Dex, 100% Mag, 20% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
high-capacity quiver of dragonbone arrows of daylight (65/65, 54-75.6 power, 18 apr) high-capacity quiver of dragonbone arrows of daylight (65/65, 54-75.6 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 70% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 65 Damage (Ranged): +14 light Damage against: +19% Undead When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of ash arrows of accuracy (22/22, 18-25.2 power, 7 apr) psychokinetic quiver of ash arrows of accuracy (22/22, 18-25.2 power, 7 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 22 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +19 physical Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
49 alchemist agate 49 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Emelariyakira' (dig speed 24 turns) iron pickaxe 'Emelariyakira' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +3 Str Changes resistances penetration: +5% physical / +10% temporal Reduces incoming crit damage: 10.00% Physical save: +10 (+2 eff.) Life regen: +0.40 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (84 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Arthydolach [power 29] (12 cooldown) Arthydolach [power 29] (12 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Dex / +4 Mag Maximum wards: +6 blight / +4 fire / +4 cold Grants telepathy: Demon/Minor Demon/Major Talents granted: +3 Rushing Claws +2 Ward Critical mult.: +5.00% Equilibrium when hit: +1.10 Maximum vim: +10.00 It can be used to harden the skin for 6 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By imno sctor the Illim Magebow level 32
3rd Summertide 122nd year of Ascendancy at 11:08 see stats
By imno sctor the Illim Magebow level 46
3rd Flare 122nd year of Ascendancy at 15:37 see stats
By imno sctor the Illim Magebow level 10
2nd Mirth 122nd year of Ascendancy at 13:35 see stats
By imno sctor the Illim Magebow level 20
1st Summertide 122nd year of Ascendancy at 05:15 see stats
By imno sctor the Illim Magebow level 30
2nd Summertide 122nd year of Ascendancy at 00:31 see stats
By imno sctor the Illim Magebow level 40
2nd Flare 122nd year of Ascendancy at 17:21 see stats
By imno sctor the Illim Magebow level 50
9th Flare 122nd year of Ascendancy at 08:48 see stats
By imno sctor the Illim Magebow level 32
3rd Summertide 122nd year of Ascendancy at 21:24 see stats
By imno sctor the Illim Magebow level 30
2nd Summertide 122nd year of Ascendancy at 00:47 see stats
By imno sctor the Illim Magebow level 53
9th Flare 122nd year of Ascendancy at 12:24 see stats
By imno sctor the Illim Magebow level 14
8th Mirth 122nd year of Ascendancy at 22:07 see stats
By imno sctor the Illim Magebow level 59
10th Flare 122nd year of Ascendancy at 08:32 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the northwest (panther)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the northwest (panther)).
Today is the 38th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 39th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 40th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 41st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 42nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 43rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 44th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 45th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 46th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 47th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 48th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 49th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 50th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 51st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 52nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 53rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Imno sctor deactivates Mighty Arrows.
Imno sctor deactivates Wind Flow.
Imno sctor deactivates Premonition.
Imno sctor deactivates Vision.
Imno sctor deactivates Blur Sight.
Imno sctor deactivates Magical Throw.
The shield around imno sctor crumbles.
Imno sctor deactivates Unveil.
Imno sctor deactivates Magical Feed.
Imno sctor deactivates Phantasmal Shield.