










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Allow Respec Anywhere 1.2.3Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Verdant Class Pack 1.5.10Content 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: Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ashes of Urh'Rok 1.5.0Official 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:
Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Items Vault 1.5.0Donators/Buyers bonus! 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. Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. nsrr's Exotic Weapons 1.4.8 Improved Auto-explore and Rest 1.5.5Quality 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. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Better Item Description 1.5.10This 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 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 50 / 29% |
| Size | big |
| Lifes / Deaths | Killed by carrion worm mass at level 20 on the 17th Dusk 122nd year of Ascendancy at 04:21 0 / 7Killed by Layewe the eternal bone giant at level 20 on the 22nd Dusk 122nd year of Ascendancy at 23:02 Killed by Layewe the eternal bone giant at level 20 on the 23rd Dusk 122nd year of Ascendancy at 06:54 Killed by Celia at level 23 on the 53rd Haze 122nd year of Ascendancy at 03:51 Killed by Celia at level 23 on the 53rd Haze 122nd year of Ascendancy at 08:28 Killed by overpowered greater multi-hued wyrm at level 38 on the 3rd Flare 123rd year of Ascendancy at 14:32 Killed by orc high pyromancer at level 40 on the 1st Dusk 123rd year of Ascendancy at 04:56 |
Primary Stats
| Strength | 84 (base 60) |
| Dexterity | 61 (base 36) |
| Constitution | 70 (base 60) |
| Magic | 79 (base 60) |
| Willpower | 20 (base 10) |
| Cunning | 53 (base 10) |
Resources
| Mana | 244/444 |
| Vim | 237/266 |
| Life | 1897/1897 |
| Positive | 0/197 |
| Insanity | 0/100 |
| Healing Factor | 1.595 |
| Regeneration | 8.37375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +71.29741670733% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 219 |
| Accuracy | 63 |
| Crit Chance | 30% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +32% |
| Physical | +8% |
| All | +2% |
| Darkness | +61% |
| Light | +8% |
| Temporal | +9% |
| Lightning | +26% |
| Fire | +38% |
| Nature | +8% |
Offense: Damage Penetration
| Darkness | +11% |
| Temporal | +10% |
| Blight | +10% |
| Fire | +25% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 32 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 9 |
| Physical Save | 44 |
| Spell Save | 41 |
| Mental Save | 65 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Nature | + 20%( 70%) |
| Darkness | + 31%( 70%) |
| Cold | + 23%( 70%) |
| Fire | + 70%( 70%) |
| Mind | + 27%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 62% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 614 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 8 turns. While Heroism is active, you will only die when reaching -775 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| 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 452 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: EnchantmentUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 36 and adds 37 arcane damage to all your hits. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 9 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 119.62 to 358.85 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Path of horror | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Controlled horrors | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Demented / Horrific body | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 19/50 |
| 13/50 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Adventure Friendly Fire Disabler |
| talent | Elemental Discord |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by saw horror. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by Alestra Whitewind. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You failed to protect the repented thief from death by skeleton mage. Escort: repented thief (level 4 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 954. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed bloated horror heart. * You've found the needed bear paw. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed wretchling eyeball. * You've found the needed storm wyrm claw. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed electric eel tail. * You've found the needed xorn fragment. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Shockspike (0 def, 4 armour)3.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +10% Dmg.mod +24% lightning Melee Ret 20 acid On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +4 Fatigue -4% Resists +12% acid +11% fire +9% cold Max.HP +42.00 HP.reg +3.00 Heal.mod +22% ---------- misc Stam/turn +0.50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Barkbile1.0 T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Wil dps ---------- Phys.crit +4.0% Mind.crit +6% Crit.mult +14.00% Phys.pwr +7 (+1 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% nature Res.pen +10% temporal Melee Ret 19 fire On Hit (Melee): * Slows global speed by 30% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% nature +5% fire Mind.save +6 (+1 eff.) ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed voratun helm of trickery (0 def, 5 armour)3.0 T5 head armor [Ego++] Master While equipped: Stats +3 Str +4 Dex +4 Cun dps ---------- Apr +5 Melee Ret 8 physical ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 314.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | sneakthief's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +12 Cun +7 Dex dps ---------- Melee+ 14 bleed Ranged+ 14 bleed Acc +13 (+3 eff.) On Hit (Melee): * 16% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| On fingers | gold ring 'Durerin'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +7 Str +2 Mag +9 Cun +3 Con dps ---------- Dmg.mod +16% fire ----- def ----- Resists +32% fire Crit.dmg- 10.00% ---------- misc Light +3 Rings can have magical properties. |
| Around waist | Sootpain of the Blightspawn1.0 T3 belt armor [Random Unique] Nature While equipped: Stats +7 Con dps ---------- Mind.pwr +12 (+5 eff.) On Melee Ret: * 30% chance to disease * 22% chance to inflict 15% damage reduction ----- def ----- Armour +6 Resists +6% mind Crit.dmg- 5.00% Mind.save +48 (+12 eff.) Max.HP +41.00 Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
| In main hand | Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 207.93 fire damage, and flames will be left dealing a further 48.33 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
| On hands | voratun gauntlets of regeneration (0 def, 3 armour)1.5 T5 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +2.00 ---------- misc Stam/turn +0.60 Psi/turn +0.33 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Borezor the Sootoath (14 def, 14 armour)9.0 T3 light armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +5 Str +9 Dex +6 Mag +6 Wil +10 Cun dps ---------- Phys.crit +3.0% Dmg.mod +21% darkness ----- def ----- Armour +14 Defense +14 (+7 eff.) Fatigue +8% Resists +8% mind Phys.save +20 (+7 eff.) Mind.save +36 (+9 eff.) Max.HP +53.00 A suit of armour made of leather. This object's appearance was changed to Borfast's Cage. |
| Cloak | cashmere cloak 'Layibeth' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +10% darkness Res.pen +10% blight +11% darkness +15% mind ----- def ----- Defense +2 (+1 eff.) Resists +19% darkness Spell.save +10 (+3 eff.) Mind.save +11 (+3 eff.) Stealth +5 Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's voratun amulet of perfection (0.40 Demented / Path of horror,0.40 Demented / Controlled horrors)0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +6% light +7% temporal +6% darkness +6% physical ---------- misc Masteries +0.40 Demented/Controlled horrors +0.40 Demented/Path of horror Amulets can have magical properties. |
Inventory
Goliath Infusion (40 physical power for 12 turns)0.1 T5 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to greatly increase your size 12 turns. This increases you size category by 1 and increases your physical power and save by 40. Inscribe your skin with the infusion. This rune pulses with strength, like it could become huge in an instant. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane 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.) |
Airburst the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +11 Dex +5 Mag +6 Cun +3 Con ----- def ----- Resists +15% lightning ---------- misc Telepathy Humanoid/Orc Amulets can have magical properties. |
Murkreeve of the Blightspawn0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Mag dps ---------- Spell.crit +5% Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +5% lightning +7% cold +12% arcane +7% fire On Hit (Melee): * 30% chance to corrode armour by 30% On Melee Ret: * 38% chance to disease * 20% chance to inflict 15% damage reduction ----- def ----- Armour +5 Defense +11 (+6 eff.) Res.Cap +4% all Phys.save +23 (+8 eff.) Spell.save +10 (+3 eff.) Amulets can have magical properties. |
vitalizing voratun amulet of perfection (0.36 Demented / Friend of the worm,0.36 Demented / Horrific body)0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +15 (+5 eff.) Max.HP +64.00 HP.reg +1.70 ---------- misc Masteries +0.36 Demented/Horrific body +0.36 Demented/Friend of the worm Amulets can have magical properties. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. This item has been sent to the Item's Vault. |
Sword of Potential Futures (28-39.2 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 70% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon Reqs Wil 40 [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 60% Wil, 50% Mag, 20% Cun Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +16 (+7 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 17.36 mind damage, 23.48 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 1.31 mind and 1.77 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eyal's Will (22-24.2 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 50% Mag, 20% Cun Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+7 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 30.20 slime damage for 11 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 50% Mag, 20% Cun Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+7 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Mana Rift (26.5-34.45 power, 9 apr) Mana Rift (26.5-34.45 power, 9 apr)1.0 T5 ritual blade 1H weapon [Unique] Arcane Power 26.5 - 34.5 Physical Uses 95% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +50.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% arcane +30% lightning Res.pen +15% arcane +15% lightning ---------- misc Mana/turn +5.00 Cooldown Arc Rift -6 More of a rift to the aether than a physical blade. You fear the power that pours through might overwhelm you. |
Whip of Urh'Rok (55-66 power, 0 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 66.0 Fire repulsion Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor [Unique] Nature While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor [Unique] Master While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+10 eff.) Rng.Def +10 (+5 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor [Unique] Nature/Master While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+8 eff.) Rng.Def +15 (+8 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Obstinate Force (15 def, 8 armour, 220 block)7.0 T4 shield armor Reqs Wil 28 [Unique] Psionic While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +15 (+8 eff.) Rng.Def +15 (+8 eff.) Fatigue +10% Resists +25% mind +25% physical Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) ---------- misc Talents +4 Block This shield is little more than a handle and a shimmer in the air, but your hand flatly refuses to pass through it. |
Piercing Gaze (5 def, 25 armour, 180 block)7.0 T4 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +25 Defense +5 (+3 eff.) Rng.Def +10 (+5 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +4 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Summertide (17 def, 15 armour, 260 block)7.0 T5 shield armor Reqs Wil 28 [Unique] Nature While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+9 eff.) Rng.Def +17 (+9 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +5 Block Send out a range 7 beam, lighting its path and dealing 38.30 to 47.88 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Temporal Rift (8 def, 4 armour, 325 block)7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Armour +4 Defense +8 (+4 eff.) Rng.Def +10 (+5 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 eff.) Proj.slow +50% ---------- misc Talents +5 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+5 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+6 eff.) Resists +25% nature Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+6 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+5 eff.) Resists +10% temporal +10% physical Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+8 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+6 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Smock of Storms (20 def, 0 armour)2.0 T5 cloth armor [Unique] Nature While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +20% Mind.crit +20% Dmg.mod +30% lightning ----- def ----- Defense +20 (+10 eff.) Resists +20% lightning +20% cold +20% physical ---------- misc Masteries +0.20 Wild-gift/Winds +0.20 Wild-gift/Weather This is not a robe, this is a smock. It is unclear if it always had stormy enchantments, or whether those appeared when the mage wearing it found out it was really a smock... |
Warping Vest (30 def, 0 armour)9.0 T4 light armor [Unique] Arcane While equipped: ----- def ----- Defense +30 (+15 eff.) Resists +25% temporal Res.Cap +10% temporal Pinning- +20% ---------- misc Masteries +0.20 Spell/Conveyance +0.20 Spell/Distort +0.20 Chronomancy/Spacetime Folding +0.20 Chronomancy/Spacetime Weaving Scatter: Level 4.0 Pwr.cost 40 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Randomly teleports all targets within a radius of 6 around you, including yourself. Everyone will be teleported between 6 and 12 tiles from their current location. You will go out of phase (38) for 3 turns. Requires your Spellpower to beat the target's Spell Save. This vest doesn't seem to stay still. It moves about all over the place, yet doesn't move at all. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +10 Defense +10 (+5 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +0% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Camodunarak1.0 T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +10 Defense +8 (+4 eff.) Resists +8% acid +7% lightning +6% mind +6% blight +7% fire +5% arcane +7% cold Phys.save +12 (+4 eff.) Mind.save +8 (+2 eff.) Disarm- +20% A belt that goes around your waist. This item has been sent to the Item's Vault. |
Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+4 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Increases all damage by 4% of current vim Current Bonus: 9% Darkfire: Level 5.0 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 117.03 fire damage and 136.19 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Omniscience (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+8 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+4 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Crown of Burning Pain (9 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +25% fire ----- def ----- Armour +0 Defense +9 (+5 eff.) Fatigue +4% Resists +25% fire Meteor Rain: Level 2.0 Pwr.cost 34 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 82.06 fire and 64.22 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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. |
9 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
533 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- misc 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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 557.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Avatar of Cosmic Horror the Ogre Writhing One level 34
30th Pyre 123rd year of Ascendancy at 01:07 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Avatar of Cosmic Horror the Ogre Writhing One level 40
3rd Dusk 123rd year of Ascendancy at 15:09 see stats
Against all odds
Killed Ukruk in the ambush.By Avatar of Cosmic Horror the Ogre Writhing One level 28
1st Wintertide 123rd year of Ascendancy at 20:02 see stats
Arachnophobia
Destroyed the spydric menace.By Avatar of Cosmic Horror the Ogre Writhing One level 38
9th Mirth 123rd year of Ascendancy at 16:32 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Avatar of Cosmic Horror the Ogre Writhing One level 38
3rd Flare 123rd year of Ascendancy at 13:50 see stats
Brave new world
Went to the Far East and took part in the war.By Avatar of Cosmic Horror the Ogre Writhing One level 38
5th Mirth 123rd year of Ascendancy at 20:15 see stats
Bringer of Doom
Killed a Bringer of Doom.By Avatar of Cosmic Horror the Ogre Writhing One level 29
2nd Allure 123rd year of Ascendancy at 06:02 see stats
Clone War
Destroyed your own Shade.By Avatar of Cosmic Horror the Ogre Writhing One level 49
3rd Allure 124th year of Ascendancy at 16:14 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Avatar of Cosmic Horror the Ogre Writhing One level 37
1st Mirth 123rd year of Ascendancy at 05:21 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Avatar of Cosmic Horror the Ogre Writhing One level 34
26th Pyre 123rd year of Ascendancy at 16:29 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Avatar of Cosmic Horror the Ogre Writhing One level 41
5th Dusk 123rd year of Ascendancy at 15:25 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Avatar of Cosmic Horror the Ogre Writhing One level 19
17th Dusk 122nd year of Ascendancy at 00:54 see stats
Exterminator
Killed 1000 creatures.By Avatar of Cosmic Horror the Ogre Writhing One level 16
9th Dusk 122nd year of Ascendancy at 11:46 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Avatar of Cosmic Horror the Ogre Writhing One level 33
9th Pyre 123rd year of Ascendancy at 01:46 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Avatar of Cosmic Horror the Ogre Writhing One level 50
54th Pyre 124th year of Ascendancy at 03:39 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Avatar of Cosmic Horror the Ogre Writhing One level 49
1st Decay 123rd year of Ascendancy at 13:18 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Avatar of Cosmic Horror the Ogre Writhing One level 23
47th Haze 122nd year of Ascendancy at 13:16 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Avatar of Cosmic Horror the Ogre Writhing One level 30
4th Regrowth 123rd year of Ascendancy at 03:24 see stats
Level 10
Got a character to level 10.By Avatar of Cosmic Horror the Ogre Writhing One level 10
10th Mirth 122nd year of Ascendancy at 00:33 see stats
Level 20
Got a character to level 20.By Avatar of Cosmic Horror the Ogre Writhing One level 20
17th Dusk 122nd year of Ascendancy at 03:41 see stats
Level 30
Got a character to level 30.By Avatar of Cosmic Horror the Ogre Writhing One level 30
6th Allure 123rd year of Ascendancy at 12:52 see stats
Level 40
Got a character to level 40.By Avatar of Cosmic Horror the Ogre Writhing One level 40
8th Flare 123rd year of Ascendancy at 12:50 see stats
Level 50
Got a character to level 50.By Avatar of Cosmic Horror the Ogre Writhing One level 50
16th Pyre 124th year of Ascendancy at 05:54 see stats
Orcrist
Killed the leaders of the Orc Pride.By Avatar of Cosmic Horror the Ogre Writhing One level 48
52nd Haze 123rd year of Ascendancy at 23:47 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Avatar of Cosmic Horror the Ogre Writhing One level 50
16th Pyre 124th year of Ascendancy at 07:02 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Avatar of Cosmic Horror the Ogre Writhing One level 21
65th Dusk 122nd year of Ascendancy at 10:56 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Avatar of Cosmic Horror the Ogre Writhing One level 29
3rd Allure 123rd year of Ascendancy at 10:08 see stats
Size is everything
Did over 1500 damage in one attack.By Avatar of Cosmic Horror the Ogre Writhing One level 40
4th Dusk 123rd year of Ascendancy at 16:00 see stats
Size matters
Did over 600 damage in one attack.By Avatar of Cosmic Horror the Ogre Writhing One level 24
59th Haze 122nd year of Ascendancy at 15:44 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Avatar of Cosmic Horror the Ogre Writhing One level 37
1st Mirth 123rd year of Ascendancy at 16:00 see stats
That was close
Killed your target while having only 1 life left.By Avatar of Cosmic Horror the Ogre Writhing One level 21
22nd Haze 122nd year of Ascendancy at 13:39 see stats
The Arena
Unlocked Arena mode.By Avatar of Cosmic Horror the Ogre Writhing One level 12
1st Dusk 122nd year of Ascendancy at 18:03 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Avatar of Cosmic Horror the Ogre Writhing One level 48
53rd Haze 123rd year of Ascendancy at 07:14 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Avatar of Cosmic Horror the Ogre Writhing One level 21
21st Haze 122nd year of Ascendancy at 21:14 see stats
The secret city
Discovered the truth about mages.By Avatar of Cosmic Horror the Ogre Writhing One level 20
34th Dusk 122nd year of Ascendancy at 00:34 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Avatar of Cosmic Horror the Ogre Writhing One level 16
9th Dusk 122nd year of Ascendancy at 19:17 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Avatar of Cosmic Horror the Ogre Writhing One level 49
63rd Regrowth 124th year of Ascendancy at 23:25 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Avatar of Cosmic Horror the Ogre Writhing One level 30
14th Regrowth 123rd year of Ascendancy at 05:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Avatar of Cosmic Horror the Ogre Writhing One level 20
17th Dusk 122nd year of Ascendancy at 03:51 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Avatar of Cosmic Horror the Ogre Writhing One level 28
1st Wintertide 123rd year of Ascendancy at 07:15 see stats
Log
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Today is the 56th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Avatar of Cosmic Horror drops on the floor: Morim the elven-wood vilestaff (25-30 power, 7 apr, fire element).
Avatar of Cosmic Horror drops on the floor: Mandible of Ungolmor (40-52 power, 12 apr).
Avatar of Cosmic Horror drops on the floor: Rod of Sarrilon (30-36 power, 4 apr, temporal element).
Today is the 57th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ran for 1 turns (stop reason: didn't move).
Today is the 58th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Today is the 59th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
Today is the 60th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 61st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Avatar of Cosmic Horror deactivates Elemental Discord.
Avatar of Cosmic Horror deactivates Adventure Friendly Fire Disabler.
























































































































