









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 50 / 2850% |
| Size | medium |
| Lifes / Deaths | Killed by orc grand master assassin at level 19 on the 9th Haze 122nd year of Ascendancy at 06:10 1 / 9Killed by Grand Corruptor at level 31 on the 17th Pyre 123rd year of Ascendancy at 06:09 Killed by Grand Corruptor at level 31 on the 17th Pyre 123rd year of Ascendancy at 06:33 Killed by Grand Corruptor at level 31 on the 36th Pyre 123rd year of Ascendancy at 16:20 Killed by Doomed Shade of Seele at level 49 on the 42nd Haze 124th year of Ascendancy at 00:05 Killed by Doomed Shade of Seele at level 49 on the 42nd Haze 124th year of Ascendancy at 00:55 Killed by Doomed Shade of Seele at level 49 on the 42nd Haze 124th year of Ascendancy at 00:59 Killed by Rak'Shor Cultist at level 49 on the 42nd Haze 124th year of Ascendancy at 00:59 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 31st Pyre 125th year of Ascendancy at 11:26 |
Primary Stats
| Strength | 32 (base 11) |
| Dexterity | 69 (base 29) |
| Constitution | 102 (base 66) |
| Magic | 149 (base 62) |
| Willpower | 68 (base 12) |
| Cunning | 114 (base 59) |
Resources
| Life | 1164/1164 |
| Mana | 568/568 |
| Paradox | 300 |
| Soul | 5/13 |
| Healing Factor | 2.0773484249333 |
| Regeneration | 33.756911905166 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 51 |
| Crit Chance | 44% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 103 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +26% |
| Cold | +29% |
| All | +7% |
| Darkness | +122% |
| Light | +20% |
| Temporal | +20% |
| Mind | +13% |
| Fire | +17% |
| Lightning | +17% |
Offense: Damage Penetration
| Darkness | +105% |
| Acid | +35% |
| Physical | +42% |
| Cold | +75% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 67 (45%) |
| Defense | 79 |
| Ranged Defense | 79 |
| Fatigue | 0 |
| Physical Save | 90 |
| Spell Save | 99 |
| Mental Save | 90 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 59%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 27%( 70%) |
| Temporal | + 29%( 70%) |
| Physical | + 38%( 70%) |
| Mind | + 24%( 70%) |
| Fire | + 43%( 70%) |
| Darkness | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 49% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 25% |
| Silence Resistance | 88% |
| Bleed Resistance | 100% |
| Teleport Resistance | 49% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 729 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 193 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 172 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 493.44 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Death | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Undead / Lich | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Reaping |
| talent | Eternal Night |
| talent | Erupting Shadows |
| talent | Golden Age of Necromancy |
| talent | Grim Shadow |
| talent | Chant of Fortress |
| talent | Hiemal Shield |
| beneficial effect | Physical power, spellpower and all saves increased by 50. Commander of the Dead |
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 |
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 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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
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. * You have ascended to 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 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: 1971. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. | 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 too late. The place has been drained of its power and the sorcerers have left. 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 |
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 within2 lumberjacks have died. | 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 your homeland 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. | failed |
Equipment
| On feet | Hyran the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Dex +6 Wil +6 Cun +15 Lck dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -8% Resists +6% lightning +1% physical +3% mind Phys.save +14 (+3 eff.) Spell.save +11 (+2 eff.) Mind.save +15 (+3 eff.) Stealth +15 Max.HP +52.00 HP.reg +2.00 Blind- +10% Poison- +20% Silence- +23% ---------- misc Stam/turn +0.90 A pair of boots made of leather. |
| Quiver | psychokinetic pouch of iron shots of erosion (17/17, 15-18 power, 1 apr)3.0 T1 shot ammo [Ego+] Nature/Psionic Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Ranged+ +6 nature +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 257 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | Isonn0.0 T3 lite [Rare] Arcane While equipped: Stats +8 Dex +18 Mag +11 Wil dps ---------- Spell.pwr +11 (+1 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Furnacepeal (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +13% temporal +13% light +13% physical +6% mind +33% darkness Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 51% ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +12% fire +30% darkness A pointy cloth hat, very wizardly... |
| Tool | innervating elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's voratun ring of arcana (+0.32/turn)0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +8 Cun +7 Dex dps ---------- Acc +13 (+4 eff.) ----- def ----- Silence- +28% ---------- misc Mana/turn +0.32 Rings make your fingers look great! |
| On fingers | voratun Prothotipe's Prismatic Eye ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +12 Mag +6 Cun +5 Con dps ---------- Spell.pwr +9 (+1 eff.) Dmg.mod +10% lightning +10% fire +10% cold ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Rings make your fingers look great! |
| Around waist | Xara the Sleetstone1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Str +8 Mag +6 Wil +6 Con ----- def ----- Resists +15% fire +28% cold A belt that goes around your waist. |
| In main hand | Khelimagen the dragonbone vilestaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +12 Con dps ---------- Spell.crit +5% Spell.pwr +32 (+5 eff.) Dmg.mod +30% darkness ----- def ----- Resists +9% acid +9% temporal Spell.save +18 (+3 eff.) HP.reg +3.00 Heal.mod +57% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic drakeskin leather gloves of archery (0 def, 7 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +2 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Apr +6 ----- def ----- Armour +7 Mind.save +7 (+1 eff.) Max.HP +79.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | fearwoven elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Mind.crit +2% Spell.pwr +14 (+2 eff.) Mind.pwr +8 (+2 eff.) S.pwr/crit +4 Dmg.mod +25% darkness +6% physical Res.pen +12% darkness +17% physical ----- def ----- Resists +15% all Silence- +37% ---------- misc Max.hate +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | shadow elven-silk cloak of implacability (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +18% darkness ----- def ----- Defense +3 (+1 eff.) Resists +15% darkness Phys.save +11 (+2 eff.) Mind.save +10 (+2 eff.) Stealth +18 Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing voratun amulet of willpower (+5)0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +5 Wil +5 Con ----- def ----- Phys.save +13 (+3 eff.) Max.HP +76.00 HP.reg +11.00 Amulets make your neck look great! |
Inventory
Rune of the Rift (422.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 506.40 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 634; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 634 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
restful copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
warmaker's stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Dex +3 Mag +6 Wil dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.17 Max.mana +39.00 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
gold onyx ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +10 Str +3 Dex +3 Mag +3 Wil +3 Cun +10 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 11 physical Ranged+ 10 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 38 On Hit (Ranged): * 13% chance to reduce all saves and defense by 38 ----- def ----- Stun/Frz- +30% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
stralite Petrified Wood ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Dex +7 Cun +25 Con dps ---------- Acc +9 (+3 eff.) ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Rings make your fingers look great! |
stralite onyx ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Mov.spd +19% Acc +12 (+3 eff.) ----- def ----- Defense +12 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
voratun Telos's Staff Crystal ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +11 Str +5 Dex +5 Mag +5 Wil +5 Cun +13 Con dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Resists +30% mind Confus- +30% Fear- +30% ---------- misc Light +2 Rings make your fingers look great! |
voratun diamond ring0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +5 Dex +5 Mag +12 Wil +12 Cun +5 Con dps ---------- Mind.pwr +12 (+3 eff.) Acc +16 (+4 eff.) Apr +14 ----- def ----- Defense +14 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
ethereal dragonbone starstaff of the prodigy (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +18 Wil +11 Cun dps ---------- Spell.crit +5% Spell.pwr +21 (+3 eff.) S.pwr/crit +8 Dmg.mod +30% darkness Phasing +22% ----- def ----- Defense +17 (+3 eff.) Shield.pwr +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood vilestaff of the prodigy (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +12 Mag +11 Wil +10 Cun dps ---------- Spell.crit +4% Spell.pwr +17 (+2 eff.) S.pwr/crit +8 Dmg.mod +25% darkness Phasing +23% ----- def ----- Defense +17 (+3 eff.) Shield.pwr +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Aerevena the Sleetreaper1.0 T3 belt armor [Rare] Arcane While equipped: Stats +4 Dex +5 Mag +2 Cun +9 Con dps ---------- Dmg.mod +15% cold ----- def ----- Armour +10 Crit.chn- 10.00% Create a temporary shield that absorbs 251 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Blackwreath1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid +15% darkness Res.pen +5% acid Melee Ret 2 cold On Hit (Melee): * 10% chance to reduce damage dealt by 30% ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
Zorig =12will=1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +2 Dex +12 Wil +6 Cun dps ---------- Mind.crit +4% Dmg.mod +6% acid +9% mind ----- def ----- Phys.save +13 (+3 eff.) Spell.save +15 (+2 eff.) Mind.save +28 (+5 eff.) ---------- misc Equi/ret +0.12 A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +5% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Brightwend (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +2 Wil +1 Cun dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +13% darkness Res.pen +11% darkness +20% fire ----- def ----- Defense +3 (+1 eff.) Resists +21% darkness Spell.save +25 (+4 eff.) Mind.save +22 (+4 eff.) Stealth +18 ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Leligas the Morbushue (22 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Melee Ret 4 nature ----- def ----- Defense +22 (+4 eff.) Resists +9% temporal +12% light +6% nature Mind.save +17 (+3 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +5% Dmg.mod +10% darkness Res.pen +10% darkness ----- def ----- Defense +2 (+0 eff.) Resists +12% darkness Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +7% Dmg.mod +9% darkness Res.pen +14% darkness ----- def ----- Defense +2 (+0 eff.) Resists +14% darkness Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of mindcraft (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +6% Dmg.mod +17% darkness Res.pen +13% darkness ----- def ----- Defense +3 (+1 eff.) Resists +17% darkness Stealth +17 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of Iron Throne (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: Stats +4 Str +3 Mag +4 Wil +2 Con ----- def ----- Defense +3 (+1 eff.) Spell.save +11 (+2 eff.) ---------- misc Max.mana +61.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +30 (+5 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +15% all Spell.save +25 (+4 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Sunkin the woollen robe (6 def, 6 armour)2.0 T2 cloth armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +7% Spell.pwr +15 (+2 eff.) Melee Ret 4 light 4 fire ----- def ----- Armour +6 Defense +6 (+1 eff.) Resists +6% light +9% all Phys.save +35 (+7 eff.) ---------- misc Mana/turn +0.10 Max.mana +46.00 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Hanyziladan' (3 def, 3 armour)2.0 T3 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Spell.pwr +7 (+1 eff.) Dmg.mod +12% temporal +10% light +17% darkness Res.pen +25% blight +10% temporal ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +12% darkness +12% mind +11% all Phys.save +29 (+6 eff.) Spell.save +11 (+2 eff.) Mind.save +21 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of lightning (+18%) (0 def, 0 armour) =6will=2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +6 Wil dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +11% all ---------- misc Mana/turn +0.12 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +10 (+1 eff.) S.pwr/crit +4 Dmg.mod +11% arcane ----- def ----- Resists +13% all Silence- +31% ---------- misc Max.mana +19.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of darkness (+31%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +8% Spell.pwr +8 (+1 eff.) Dmg.mod +15% light +40% darkness ----- def ----- Resists +31% darkness +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of Angolwen (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag +6 Wil dps ---------- Spell.crit +3% Spell.pwr +14 (+2 eff.) S.pwr/crit +4 Dmg.mod +6% arcane +7% temporal ----- def ----- Resists +11% all Silence- +27% ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 315 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Isybrevea the Fogmight (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +15% cold +27% darkness +9% mind ----- def ----- Armour +5 Resists +18% darkness +12% cold Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour) =8will=2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+0 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
pair of rough leather boots 'Fulutoyon' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 66% ----- def ----- Armour +1 Resists +6% fire +6% cold Crit.chn- 5.00% Spell.save +3 (+0 eff.) Mind.save +6 (+1 eff.) Heal.mod +10% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) =4will=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
steady rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
elven-silk wizard hat 'Shaderigor' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature While equipped: Stats +2 Wil dps ---------- S.pwr/crit +2 Dmg.mod +19% lightning +19% nature +17% acid Res.pen +15% darkness Melee Ret 8 arcane ----- def ----- Defense +3 (+1 eff.) Resists +28% lightning +9% darkness +28% nature +25% acid A pointy cloth hat, very wizardly... |
shielding linen wizard hat of darkness (+18%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +1 (+0 eff.) Resists +18% darkness Spell.save +7 (+1 eff.) A pointy cloth hat, very wizardly... |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
662 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 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. |
14 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 80 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Lightningknave1.0 T3 lite [Rare] Master While equipped: dps ---------- Mind.pwr +20 (+5 eff.) Melee Ret 2 mind ----- def ----- Resists +3% lightning Mind.save +3 (+0 eff.) Blind- +25% Confus- +12% ---------- misc Max.psi +40.00 Light +8 See.Stealth +13 See.Invis +8 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Sootspire'1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 38 ----- def ----- Resists +8% blight +3% cold +6% nature HP.reg +2.00 Disarm- +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +7% blight Max.HP +49.00 HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +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. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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 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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
68 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life 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. |
11 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. |
6 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. |
11 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Aeregalethel the Frigidfiend [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% darkness +25% cold ----- def ----- Resists +6% lightning +6% cold Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of gale force [power 95] (10 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 6 spaces and dealing 120 physical damage Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
16 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. |
20 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 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. |
3 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. |
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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Seele the Lich Necromancer level 36
71st Dusk 123rd year of Ascendancy at 13:51 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Seele the Lich Necromancer level 50
32nd Pyre 125th year of Ascendancy at 13:45 see stats
A living one! (Nightmare (Adventure) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Seele the Lich Necromancer level 50
49th Regrowth 125th year of Ascendancy at 19:08 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Seele the Lich Necromancer level 36
70th Dusk 123rd year of Ascendancy at 00:18 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Seele the Lich Necromancer level 40
3rd Allure 124th year of Ascendancy at 21:32 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Seele the Lich Necromancer level 48
32nd Dusk 124th year of Ascendancy at 10:50 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Seele the Lich Necromancer level 39
29th Haze 123rd year of Ascendancy at 14:06 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Seele the Higher Necromancer level 25
43rd Haze 122nd year of Ascendancy at 00:55 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Seele the Lich Necromancer level 49
1st Decay 124th year of Ascendancy at 19:05 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Seele the Higher Necromancer level 15
56th Dusk 122nd year of Ascendancy at 18:58 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Seele the Lich Necromancer level 38
23rd Haze 123rd year of Ascendancy at 00:31 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Seele the Lich Necromancer level 47
73rd Pyre 124th year of Ascendancy at 02:30 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Seele the Lich Necromancer level 35
69th Dusk 123rd year of Ascendancy at 01:05 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Seele the Higher Necromancer level 22
20th Haze 122nd year of Ascendancy at 18:06 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Seele the Higher Necromancer level 28
16th Regrowth 123rd year of Ascendancy at 06:13 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Seele the Higher Necromancer level 21
17th Haze 122nd year of Ascendancy at 16:56 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Seele the Lich Necromancer level 50
30th Dusk 125th year of Ascendancy at 00:09 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Seele the Lich Necromancer level 37
18th Haze 123rd year of Ascendancy at 18:50 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Seele the Higher Necromancer level 29
27th Regrowth 123rd year of Ascendancy at 11:49 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Seele the Lich Necromancer level 41
5th Allure 124th year of Ascendancy at 05:54 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Seele the Higher Necromancer level 10
5th Mirth 122nd year of Ascendancy at 18:17 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Seele the Higher Necromancer level 20
9th Haze 122nd year of Ascendancy at 11:00 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Seele the Higher Necromancer level 30
73rd Regrowth 123rd year of Ascendancy at 10:31 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Seele the Lich Necromancer level 40
2nd Allure 124th year of Ascendancy at 19:50 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Seele the Lich Necromancer level 50
45th Regrowth 125th year of Ascendancy at 09:46 see stats
Lichform (Nightmare (Adventure) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Seele the Lich Necromancer level 31
17th Pyre 123rd year of Ascendancy at 06:09 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Seele the Lich Necromancer level 50
1st Mirth 125th year of Ascendancy at 04:54 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Seele the Lich Necromancer level 47
26th Dusk 124th year of Ascendancy at 10:18 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Seele the Higher Necromancer level 23
31st Haze 122nd year of Ascendancy at 15:13 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Seele the Lich Necromancer level 38
23rd Haze 123rd year of Ascendancy at 17:12 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Seele the Lich Necromancer level 50
49th Dusk 125th year of Ascendancy at 11:44 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Seele the Higher Necromancer level 7
1st Mirth 122nd year of Ascendancy at 19:04 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Seele the Higher Necromancer level 10
5th Mirth 122nd year of Ascendancy at 18:28 see stats
The High Lady's destiny (Nightmare (Adventure) difficulty)
Won ToME by closing the Void portal using Aeryn as a sacrifice.By Seele the Lich Necromancer level 50
49th Dusk 125th year of Ascendancy at 11:45 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Seele the Lich Necromancer level 50
52nd Pyre 125th year of Ascendancy at 13:50 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By Seele the Higher Necromancer level 27
14th Regrowth 123rd year of Ascendancy at 23:20 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Seele the Higher Necromancer level 26
79th Haze 122nd year of Ascendancy at 18:43 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Seele the Higher Necromancer level 26
7th Allure 123rd year of Ascendancy at 23:51 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Seele the Lich Necromancer level 42
1st Pyre 124th year of Ascendancy at 17:15 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Seele the Higher Necromancer level 26
78th Haze 122nd year of Ascendancy at 16:44 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Seele the Higher Necromancer level 17
75th Dusk 122nd year of Ascendancy at 13:39 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Seele the Lich Necromancer level 35
69th Dusk 123rd year of Ascendancy at 05:45 see stats
Log
Today is the 34th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
You don't see how to get there...
Today is the 35th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:48.
Today is the 36th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
Today is the 37th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Ran for 4 turns (stop reason: hostile spotted to the south (ziguranth patrol)).
Today is the 38th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 39th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Today is the 40th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Today is the 41st Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 42nd Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
Today is the 43rd Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 44th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
You don't see how to get there...
You don't see how to get there...




















































































































































