












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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:
Better Item Description 1.7.4This 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 22 / 33% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 68.170224963639 (base 51) |
| Dexterity | 16 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 11.170224963639 (base 10) |
| Willpower | 59.340449927278 (base 44) |
| Cunning | 15 (base 10) |
Resources
| Life | 725/725 |
| Hate | 46/106 |
| Equilibrium | 30 |
| Psi | 139/139 |
| Healing Factor | 0.82378718556845 |
| Regeneration | 2.2654147603132 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +28.727128731229% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 13 |
| See Invisible | 14.340449927278 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 43 |
| Crit Chance | 8% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Lightning | +6% |
| Darkness | +15% |
| Physical | +10% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 46.08934837382 (81.151787968034%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 41 |
| Physical Save | 34 |
| Spell Save | 33 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Physical | + 16%( 72%) |
| Cold | + 10%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 8%( 74%) |
| Mind | + 1%( 70%) |
| Lightning | + 37%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 79% |
| Disarm Resistance | 22% |
| Bleed Resistance | 10% |
| Confusion Resistance | 67% |
| Fear Resistance | 35% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 531% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 101 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Repel |
| talent | Skate |
| talent | Gloom |
| talent | Stalk |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% 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 | The target is wide awake and has 80% resistance to sleep effects. Insomnia |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)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 (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.2)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -3 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% 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 | Horrible visions fill your mind. Curse of Nightmares (power 2.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -2 Luck, +3 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 38 mind and 43 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 61 Mind damage, and deal 70 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +5 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 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. |
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 injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | 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 Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost tinker from death by wolf. Escort: lost tinker (level 4 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Betodheth the Blizzardrazor (Corpses) (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +8 Dex +3 Con dps ---------- Phys.crit +3.0% Dmg.mod +3% acid +3% cold Acc +10 (+3 eff.) ----- def ----- Armour +8 Fatigue +3% Curse of Corpses Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Barach'1.0 T3 lite [Rare] Master While equipped: Stats +3 Str dps ---------- Spell.crit +3% Phys.pwr +15 (+4 eff.) ----- def ----- Defense +20 (+10 eff.) Spell.save +3 (+1 eff.) Blind- +22% Confus- +16% ---------- misc Light +8 See.Stealth +13 See.Invis +10 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (Misfortune) (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | heroic hardened leather gloves (Corpses) (0 def, 5 armour)1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +8 (+2 eff.) Max.HP +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Lisasera the Loamtrail0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 6 physical Ranged+ 6 physical Dmg.mod +6% lightning Res.pen +5% acid Melee Ret 2 nature On Hit (Melee): * 11% chance to reduce all saves and defense by 31 On Hit (Ranged): * 11% chance to reduce all saves and defense by 31 ----- def ----- Resists +12% nature ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | rogue's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Mind.save +7 (+2 eff.) Confus- +20% Rings make your fingers look great! |
| Around neck | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets make your neck look great! |
| In main hand | truestriking dwarven-steel mace of amnesia (Madness) (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Master/Psionic Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +5% physical Acc +7 (+2 eff.) Apr +7 Curse of Madness Blunt and deadly. |
| Around waist | rough leather belt 'Coalscar' (Shrouds)1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Phys.crit +4.0% Mind.crit +2% Crit.mult +6.00% Phys.pwr +3 (+1 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +15% darkness Curse of Shrouds A belt that goes around your waist. |
| In off hand | reinforced dwarven-steel shield of lightning resistance (+16%) (Nightmares) (0 def, 9 armour, 34-41 power, 98.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 34.0 - 40.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +98 While equipped: ----- def ----- Armour +9 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
| Cloak | Starbiter the linen cloak (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +9% nature +3% physical Max.HP +53.00 Cut- +10% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating iron plate armour of the dragon (Corpses) (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +6% acid +6% physical +6% cold +6% lightning +6% fire HP.reg +2.50 Disarm- +22% Stun/Frz- +22% Knockbk- +21% ---------- misc Stam/turn +0.60 Cooldown Rush -5 Curse of Corpses A suit of armour made of metal plates. |
Inventory
healing infusion of the sneak (heal 78; 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 78 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 19%; physical; dur 2; 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 32%; mental; dur 2; 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 cure yourself of one random mental effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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... |
Chaloharafang the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +25 (+8 eff.) Acc +10 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Resists +6% light +3% darkness ---------- misc Max.hate +10.00 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 79% 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! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.28 cold and 17.38 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Mind.save +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +6 Resists +24% lightning Rings make your fingers look great! |
Offalwake (Nightmares)4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 On Hit.r1 +20 nature While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) On Hit (Ranged): * 10% chance to reduce all saves and defense by 31 ----- def ----- Resists +3% blight Spell.save +6 (+3 eff.) Stun/Frz- +20% Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Surefire (Shrouds)4.0 T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Curse of Shrouds This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
mighty elm longbow (Corpses)4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+3 eff.) Curse of Corpses Longbows are used to shoot arrows at your foes. |
Betovea (Nightmares) (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 acid +11 mind On Hit: * 13% chance to reduce all saves and defense by 31 While equipped: Stats +3 Cun +2 Wil dps ---------- Res.pen +5% mind ----- def ----- Resists +9% acid Curse of Nightmares Sharp, long, and deadly. |
iron longsword 'Cloudumbra' (Misfortune) (10-14 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 lightning +5 nature On Hit: * 20% chance to reduce all saves and defense by 31 While equipped: ----- def ----- Resists +3% blight Curse of Misfortune Sharp, long, and deadly. |
Isawen the Stormworth (Corpses)1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Mag +1 Wil +1 Cun ----- def ----- Resists +6% lightning +6% fire +7% cold Curse of Corpses A belt that goes around your waist. |
cashmere cloak 'Rimezeal' (Corpses) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +7% darkness Res.pen +11% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Defense +2 (+1 eff.) Resists +24% cold +18% darkness +5% arcane Stealth +14 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. |
thick linen cloak (Madness) (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold 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. |
Anelar (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Cun +1 Con ----- def ----- Armour +1 Resists +1% physical Die.at -60.00 life ---------- misc Hate/m.crit +4.00 Infravis +1 Curse of Shrouds Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 55% 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. A pair of boots made of leather. |
Ereliregofast the Ashgrit (Shrouds) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Con dps ---------- Res.pen +5% darkness +15% fire ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Nerida' (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +3% acid Res.pen +5% acid Melee Ret 10 mind ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+1 eff.) Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Corpsesnake' (Nightmares) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Cun +2 Dex dps ---------- Mind.pwr +25 (+8 eff.) Melee Ret 4 mind On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Armour +1 ---------- misc Max.psi +10.00 Curse of Nightmares Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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 79% 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. A pair of boots made of leather. |
Liseriminne the rough leather cap (Madness) (10 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Melee Ret 2 acid ----- def ----- Armour +7 Defense +10 (+5 eff.) Fatigue +1% Resists +3% mind Curse of Madness A cap made of leather. |
grounding linen wizard hat of the mountain (+6%) (Shrouds) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal +11% physical Curse of Shrouds A pointy cloth hat, very wizardly... |
impenetrable steel mail armour of lightning resistance (Nightmares) (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +17% lightning Curse of Nightmares A suit of armour made of mail. |
Voruba the rough leather armour (Corpses) (6 def, 4 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +6% Resists +3% darkness Phys.save +3 (+2 eff.) Die.at -20.00 life Heal.mod +20% Poison- +10% Curse of Corpses A suit of armour made of leather. |
marauder's hardened leather armour of the deep (Madness) (11 def, 8 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Dex ----- def ----- Armour +8 Defense +11 (+5 eff.) Fatigue +8% Resists +5% acid +7% cold Phys.save +8 (+4 eff.) ---------- misc Breathe water Curse of Madness A suit of armour made of leather. |
icy dwarven-steel shield of resistance (Madness) (0 def, 6 armour, 30-36 power, 84 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 While equipped: dps ---------- Melee+ 7 cold Melee Ret 1 ice ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +7% fire +5% lightning +8% cold ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
7 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. |
54 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. |
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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Earuroddadokhad (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% nature ----- def ----- Armour +4 Resists +11% nature +9% fire Phys.save +3 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glimmerkarma (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Cun +1 Con dps ---------- Dmg.mod +3% light Res.pen +10% light ----- def ----- Fatigue -4% Crit.chn- 5.00% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Anedragas the Rainvice2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Res.pen +25% physical ----- def ----- Resists +3% cold Phys.save +6 (+3 eff.) Die.at -80.00 life Heal.mod +13% ---------- misc Stam/turn +2.00 Light +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. |
Loryroddarak the Cracklenail2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% lightning +1% physical ---------- misc Stam/turn +2.00 Light +5 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(116 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
quick iron torque of gale force [power 95] (11 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 6 spaces and dealing 104 physical damage Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle 'Nimbusspiker' [power 95] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +3% blight +9% fire +3% mind Max.HP +60.00 Blind- +10% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 250 Base Damage: 95 Armor: 1 All Resist: 6 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
innervating elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
elm wand of shielding 'Coallace' [power 110] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Resists +3% darkness Phys.save +3 (+2 eff.) ---------- misc Equi/ret +0.16 Max.stam +10.00 Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
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 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. |
5 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
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Brlse the Dwarf Cursed level 20
9th Iron 123rd year of Ascendancy at 16:06 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Brlse the Dwarf Cursed level 10
19th Profit 122nd year of Ascendancy at 22:45 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Brlse the Dwarf Cursed level 20
25th Shortage 122nd year of Ascendancy at 10:55 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Brlse the Dwarf Cursed level 10
2nd Profit 122nd year of Ascendancy at 10:03 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Brlse the Dwarf Cursed level 20
25th Shortage 122nd year of Ascendancy at 10:55 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Brlse the Dwarf Cursed level 19
3rd Shortage 122nd year of Ascendancy at 09:31 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Brlse the Dwarf Cursed level 6
18th Voratun 122nd year of Ascendancy at 20:14 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Brlse the Dwarf Cursed level 7
3rd Acquisition 122nd year of Ascendancy at 12:38 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Brlse the Dwarf Cursed level 10
13rd Profit 122nd year of Ascendancy at 03:46 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Brlse the Dwarf Cursed level 18
23rd Dearth 122nd year of Ascendancy at 01:23 see stats
Log
You gain 11.54 gold from the transmogrification of Durulehad the dwarven-steel greatmaul (Shrouds) (41-62 power, 2 apr).
You gain 10.00 gold from the transmogrification of Elemental Fury.
You gain 25.00 gold from the transmogrification of Choker of Dread.
You gain 0.55 gold from the transmogrification of shatter afflictions rune (absorb 20; cd 15).
There is a Entrance to a ruined dungeon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 25th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:41.
Today is the 26th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
Today is the 27th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Today is the 28th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 29th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 30th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:51.
Today is the 31st Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:03.
Today is the 1st Steel of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
Today is the 2nd Steel of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Today is the 3rd Steel of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
Today is the 4th Steel of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.
There is a A mysterious hole in the beach here (press '' or right click to use).






























































































