Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Runic Golem 1.0.4 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Ashes of Urh'Rok 1.4.0Official 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:
Celestial Avatar Class 1.0.1"Celestial Avatars are the representation of the heavenly bodies summoned by Anorithils to help in the defense the Gates of Morning. Improved Auto-explore and Rest 1.4.5Quality 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. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Verdant 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: Items Vault 1.4.8Donators/Buyers bonus! Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Steamtech UI 1.1.4 Talent Point Planner 1.3.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Mage Knight 1.1.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. 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 Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Phantoms 1.2.3Geists are back, with three new trees, and a new name! "Phantoms are mages who have made a dark bargain for power. Unlike Doomed, they have yet to fall, and for what little time they have left, the shadows themselves their ally. Can they avert the impending doom upon them, or will they be lost in the darkness?" New skill trees! Vile Tactics Dark Veil Shadowkin --- v1.3 ~ A Deeper Dark Minor(Except not really) changes Bug fixes Balance changes Experimental changes(Looking for feedback on these!) --- v1.4 A Minor Darkening Tooltip fixes -Unseen Heckler has a more fitting tooltip Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Ghost |
| Class | Phantom |
| Level / Exp | 17 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by degenerated skeleton archer at level 2 on the 76th Pyre 122nd year of Ascendancy at 04:23 / 90Killed by armoured skeleton warrior at level 3 on the 77th Pyre 122nd year of Ascendancy at 08:17 Killed by Half-Finished Bone Giant at level 3 on the 77th Pyre 122nd year of Ascendancy at 21:43 Killed by Polibrethra the forest troll at level 4 on the 4th Flare 122nd year of Ascendancy at 14:02 Killed by bee swarm at level 4 on the 4th Flare 122nd year of Ascendancy at 15:23 Killed by Arolaith the forest troll at level 4 on the 5th Flare 122nd year of Ascendancy at 02:19 Killed by Glorakira the stone troll at level 5 on the 5th Flare 122nd year of Ascendancy at 20:16 Killed by war hound at level 5 on the 6th Flare 122nd year of Ascendancy at 08:08 Killed by Prox the Mighty at level 5 on the 7th Flare 122nd year of Ascendancy at 01:36 Killed by Bill the Stone Troll at level 7 on the 8th Flare 122nd year of Ascendancy at 03:27 Killed by Bill the Stone Troll at level 7 on the 8th Flare 122nd year of Ascendancy at 04:21 Killed by Veluvea the giant yellow ant at level 8 on the 1st Dusk 122nd year of Ascendancy at 21:20 Killed by skeleton mage at level 8 on the 2nd Dusk 122nd year of Ascendancy at 23:21 Killed by armoured skeleton warrior at level 8 on the 3rd Dusk 122nd year of Ascendancy at 05:10 Killed by The Shade at level 8 on the 5th Dusk 122nd year of Ascendancy at 13:49 Killed by umber hulk at level 10 on the 21st Dusk 122nd year of Ascendancy at 20:04 Killed by snow giant at level 11 on the 22nd Dusk 122nd year of Ascendancy at 16:31 Killed by snow giant at level 11 on the 22nd Dusk 122nd year of Ascendancy at 19:15 Killed by minotaur at level 11 on the 22nd Dusk 122nd year of Ascendancy at 19:58 Killed by Xitha the great wolf at level 11 on the 24th Dusk 122nd year of Ascendancy at 00:11 Killed by Glithra the weaver young at level 11 on the 24th Dusk 122nd year of Ascendancy at 01:03 Killed by Layomina at level 11 on the 24th Dusk 122nd year of Ascendancy at 05:28 Killed by Layomina at level 11 on the 24th Dusk 122nd year of Ascendancy at 08:06 Killed by greater teluvorta at level 12 on the 25th Dusk 122nd year of Ascendancy at 08:06 Killed by dredge at level 12 on the 25th Dusk 122nd year of Ascendancy at 14:43 Killed by dredgling at level 12 on the 25th Dusk 122nd year of Ascendancy at 22:03 Killed by Rantha the Abomination at level 12 on the 25th Dusk 122nd year of Ascendancy at 23:24 Killed by dredge at level 12 on the 26th Dusk 122nd year of Ascendancy at 02:40 Killed by dredgling at level 12 on the 26th Dusk 122nd year of Ascendancy at 03:37 Killed by skeleton warrior at level 12 on the 26th Dusk 122nd year of Ascendancy at 04:54 Killed by Bethewyn the dredgling at level 12 on the 26th Dusk 122nd year of Ascendancy at 06:00 Killed by skeleton master archer at level 12 on the 26th Dusk 122nd year of Ascendancy at 07:01 Killed by Layomina at level 12 on the 26th Dusk 122nd year of Ascendancy at 07:53 Killed by Bethewyn the dredgling at level 12 on the 26th Dusk 122nd year of Ascendancy at 08:59 Killed by Bethewyn the dredgling at level 12 on the 26th Dusk 122nd year of Ascendancy at 11:36 Killed by dredgling at level 12 on the 26th Dusk 122nd year of Ascendancy at 16:14 Killed by dredgling at level 12 on the 26th Dusk 122nd year of Ascendancy at 22:34 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 04:26 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 05:26 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 06:40 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 07:43 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 08:34 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 08:55 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 09:17 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 09:32 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 09:40 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 09:54 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 10:39 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 11:44 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 12:33 Killed by Layomina at level 12 on the 27th Dusk 122nd year of Ascendancy at 13:35 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 14:37 Killed by Chronolith Clone at level 12 on the 27th Dusk 122nd year of Ascendancy at 15:53 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 16:54 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 18:06 Killed by Chronolith Twin at level 12 on the 27th Dusk 122nd year of Ascendancy at 19:09 Killed by Rantha the Worm at level 13 on the 28th Dusk 122nd year of Ascendancy at 15:28 Killed by Rantha the Worm at level 13 on the 28th Dusk 122nd year of Ascendancy at 16:43 Killed by snow giant at level 14 on the 29th Dusk 122nd year of Ascendancy at 02:56 Killed by Gavea the snow giant chieftain at level 14 on the 29th Dusk 122nd year of Ascendancy at 16:58 Killed by snow giant boulder thrower at level 14 on the 29th Dusk 122nd year of Ascendancy at 17:54 Killed by snow giant at level 14 on the 29th Dusk 122nd year of Ascendancy at 18:46 Killed by snow giant boulder thrower at level 14 on the 29th Dusk 122nd year of Ascendancy at 19:44 Killed by Gavea the snow giant chieftain at level 14 on the 29th Dusk 122nd year of Ascendancy at 20:41 Killed by snow giant boulder thrower at level 14 on the 29th Dusk 122nd year of Ascendancy at 21:36 Killed by Gavea the snow giant chieftain at level 14 on the 29th Dusk 122nd year of Ascendancy at 22:39 Killed by Gavea the snow giant chieftain at level 14 on the 29th Dusk 122nd year of Ascendancy at 23:45 Killed by Gavea the snow giant chieftain at level 14 on the 30th Dusk 122nd year of Ascendancy at 00:38 Killed by Gavea the snow giant chieftain at level 14 on the 30th Dusk 122nd year of Ascendancy at 01:36 Killed by Gavea the snow giant chieftain at level 14 on the 30th Dusk 122nd year of Ascendancy at 02:34 Killed by Gavea the snow giant chieftain at level 14 on the 30th Dusk 122nd year of Ascendancy at 03:58 Killed by Gavea the snow giant chieftain at level 14 on the 30th Dusk 122nd year of Ascendancy at 04:50 Killed by Ldisihi the shalore at level 14 on the 31st Dusk 122nd year of Ascendancy at 06:18 Killed by gwelgoroth at level 14 on the 43rd Dusk 122nd year of Ascendancy at 11:34 Killed by ultimate gwelgoroth at level 14 on the 43rd Dusk 122nd year of Ascendancy at 15:13 Killed by Ckon the dwarf at level 15 on the 45th Dusk 122nd year of Ascendancy at 19:37 Killed by war hound at level 15 on the 49th Dusk 122nd year of Ascendancy at 21:59 Killed by fire drake at level 15 on the 50th Dusk 122nd year of Ascendancy at 00:15 Killed by fire drake hatchling at level 15 on the 50th Dusk 122nd year of Ascendancy at 01:14 Killed by rogue at level 15 on the 50th Dusk 122nd year of Ascendancy at 09:44 Killed by Wrathroot at level 15 on the 50th Dusk 122nd year of Ascendancy at 20:34 Killed by shadow at level 16 on the 53rd Dusk 122nd year of Ascendancy at 15:03 Killed by dreaming horror at level 16 on the 53rd Dusk 122nd year of Ascendancy at 16:44 Killed by umbral horror at level 16 on the 54th Dusk 122nd year of Ascendancy at 13:13 Killed by bloated horror at level 16 on the 54th Dusk 122nd year of Ascendancy at 14:36 Killed by Weirdling Beast at level 16 on the 55th Dusk 122nd year of Ascendancy at 13:08 Killed by Weirdling Beast at level 16 on the 55th Dusk 122nd year of Ascendancy at 14:33 Killed by Weirdling Beast at level 16 on the 55th Dusk 122nd year of Ascendancy at 15:46 Killed by Layomina at level 16 on the 55th Dusk 122nd year of Ascendancy at 18:00 Killed by Weirdling Beast at level 16 on the 55th Dusk 122nd year of Ascendancy at 19:19 |
Primary Stats
| Strength | 14.888362316104 (base 10) |
| Dexterity | 11.776724632207 (base 10) |
| Constitution | 13.776724632207 (base 10) |
| Magic | 58.888362316104 (base 44) |
| Willpower | 50.776724632207 (base 38) |
| Cunning | 35.776724632207 (base 24) |
Resources
| Life | 227/227 |
| Mana | 399/399 |
| Equilibrium | 0 |
| Hate | 20/100 |
| Healing Factor | 0.50194215464589 |
| Regeneration | 1.7818946489929 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -997 |
| Infravision | 2 |
| See Stealth | 3 |
| See Invisible | 12.776724632207 |
| Stealth | 45.850288296403 |
| ESP Range | 11 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 5 |
| Crit Chance | 10% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 14 |
| Ranged Defense | 19 |
| Fatigue | 1 |
| Physical Save | 10 |
| Spell Save | 29 |
| Mental Save | 25 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 353.11 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Vile Tactics | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dark Veil | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / One with shadows | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ghost | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Shadowkin | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Enveil |
| talent | Call Shadows |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.9)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +13% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.9)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -1 Luck, +5 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.9): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 18 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.9)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +14% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 42% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+14% resist all). Shroud of Passing |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.9)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 14% 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by giant venus flytrap. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +1. | done |
You failed to protect the lost sun paladin from death by snow giant thunderer. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Daikara. Escort: repented thief (level 3 of Daikara)As a reward you gained talent category Cunning / Survival (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed pouch of bone giant dust. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (Corpses) (2 def, 1 armour) pair of rough leather boots of uncanny dodging (Corpses) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Curse of Corpses A pair of boots made of leather. Press to compare |
| Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 97.95 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 97.95 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. Press to compare |
| On head | spellwoven linen wizard hat of blight (+11%) (Shrouds) (1 def, 0 armour) spellwoven linen wizard hat of blight (+11%) (Shrouds) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +11% blight Changes damage: +11% blight Mana each turn: +0.10 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% Curse of Shrouds A pointy cloth hat, very wizardly... Press to compare |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. Press to compare |
| On fingers | Corrosion (Madness) Corrosion (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid Curse of Madness It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 14.08 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. Press to compare |
| On fingers | Ring of Insight (Corpses) Ring of Insight (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 Curse of Corpses This small iron ring seems exceptionally shiny and in focus. Press to compare |
| Around waist | Mighty Girdle (Corpses) Mighty Girdle (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Press to compare |
| In main hand | shimmering elm magestaff of power (Misfortune) (100% power, 2 apr, arcane element) shimmering elm magestaff of power (Misfortune) (100% power, 2 apr, arcane element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +31.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. Press to compare |
| On hands | restful hardened leather gloves of strength (+3) (Nightmares) (0 def, 2 armour) restful hardened leather gloves of strength (+3) (Nightmares) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Changes stats: +3 Str Life regen: +1.40 Stamina each turn: +0.50 Maximum stamina: +12.00 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
| Main armor | woollen robe of life (Nightmares) (0 def, 0 armour) woollen robe of life (Nightmares) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +7% blight Life regen: +1.90 Maximum life: +45.00 Healing mod.: +15% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
| Cloak | Cloak of Deception (Corpses) Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. Press to compare |
| Around neck | starlit copper amulet of cunning (+2) (Shrouds) starlit copper amulet of cunning (+2) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% light / +11% darkness Blindness immunity: +21% Curse of Shrouds Amulets can have magical properties. Press to compare |
Inventory
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Kor's Fall (Madness) (100% power, 0 apr, darkness element) Kor's Fall (Madness) (100% power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 Curse of Madness It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 101.58 physical damage to all targets in line, and inflicting bleeding for another 50.79 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. Press to compare |
cruel elm starstaff of illumination (Misfortune) (100% power, 2 apr, temporal element) cruel elm starstaff of illumination (Misfortune) (100% power, 2 apr, temporal element)Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Defense: +6 (+6 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +10% temporal Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 80.23 light damage. Staves designed for wielders of magic, by the greats of the art. Press to compare |
earthen elm magestaff of projection (Madness) (100% power, 2 apr, cold element) earthen elm magestaff of projection (Madness) (100% power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +2% Changes damage: +10% cold Talent granted: +1 Command Staff Physical save: +3 (+3 eff.) Spellpower: +5 (+2 eff.) Spell crit. chance: +3% Curse of Madness It can be used to project a bolt elemental energy from the staff (to range 6) dealing 23.41 to 28.09 cold damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
elm vilestaff (Misfortune) (100% power, 2 apr, blight element) elm vilestaff (Misfortune) (100% power, 2 apr, blight element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. Press to compare |
shimmering elm vilestaff (Corpses) (100% power, 2 apr, acid element) shimmering elm vilestaff (Corpses) (100% power, 2 apr, acid element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +30.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. Press to compare |
potent ash starstaff of hiking (Corpses) (115% power, 3 apr, temporal element) potent ash starstaff of hiking (Corpses) (115% power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 115% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% temporal Talent granted: +1 Command Staff Maximum encumbrance: +12 Maximum stamina: +10.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +2% Movement speed: +12% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. Press to compare |
linen robe (Shrouds) (0 def, 0 armour) linen robe (Shrouds) (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
linen robe of blight (+10%) (Madness) (0 def, 0 armour) linen robe of blight (+10%) (Madness) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
shimmering linen robe of protection (Shrouds) (3 def, 3 armour) shimmering linen robe of protection (Shrouds) (3 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Changes damage: +10% arcane Physical save: +15 (+12 eff.) Maximum mana: +13.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
rough leather belt of carrying (Shrouds) rough leather belt of carrying (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +23 Curse of Shrouds A belt that goes around your waist. Press to compare |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. Press to compare |
brass lantern 'Manydin' brass lantern 'Manydin'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil / +1 Cun / +2 Con Changes damage: +6% mind 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. Press to compare |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 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. |
iron torque of thermal psionic shield [power 27] (20 cooldown) iron torque of thermal psionic shield [power 27] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Wand of Death Wand of DeathPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +10% blight / +10% cold / +10% darkness Talent mastery: +0.20 Spell / Animus Maximum souls: +3.00 It can be used to fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic), costing 20 power out of 30/30. You can only see it because it is darker than its surroundings. It feels as cold as a grave. Press to compare |
Achievements
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Layomina the Ghost Phantom level 14
38th Dusk 122nd year of Ascendancy at 00:58 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Layomina the Ghost Phantom level 16
53rd Dusk 122nd year of Ascendancy at 14:53 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Layomina the Ghost Phantom level 16
56th Dusk 122nd year of Ascendancy at 01:09 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Layomina the Ghost Phantom level 10
11st Dusk 122nd year of Ascendancy at 20:25 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Layomina the Ghost Phantom level 17
67th Dusk 122nd year of Ascendancy at 07:07 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Layomina the Ghost Phantom level 5
6th Flare 122nd year of Ascendancy at 08:08 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Layomina the Ghost Phantom level 8
9th Flare 122nd year of Ascendancy at 07:27 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Layomina the Ghost Phantom level 15
46th Dusk 122nd year of Ascendancy at 09:48 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By Layomina the Ghost Phantom level 13
28th Dusk 122nd year of Ascendancy at 11:47 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Layomina the Ghost Phantom level 16
53rd Dusk 122nd year of Ascendancy at 14:00 see stats
Log
There is a ladder to the next level 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.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
There is a ladder to worldmap here (press '' or right click to use).
Ran for 39 turns (stop reason: at exit).
There is a Entrance to the Scintillating Caves 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...
Today is the 68th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
There is a Stairway into the Rhaloren Camp here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Layomina deactivates Gloom.
Layomina deactivates Enveil.
Layomina deactivates Call Shadows.
