










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.0Official 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 | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 30 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by Adaba the ultimate telugoroth at level 28 on the 62nd Regrowth 123rd year of Ascendancy at 12:05 / 2Killed by Bethurekira the corrupted dendritic hemospinner at level 30 on the 15th Pyre 123rd year of Ascendancy at 03:20 |
Primary Stats
| Strength | 24 (base 24) |
| Dexterity | 21 (base 10) |
| Constitution | 52 (base 41) |
| Magic | 70 (base 60) |
| Willpower | 32 (base 10) |
| Cunning | 35 (base 17) |
Resources
| Mana | 267/384 |
| Negative | 0/102 |
| Life | -70/892 |
| Positive | 12/107 |
| Paradox | 300 |
| Healing Factor | 1.7437837837838 |
| Regeneration | 9.1548648648647 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +654.29819986505% |
| Spell | +10.244368430361% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 27 |
| Crit Chance | 23% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 32% |
| Speed | 0.90707581188755 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +47% |
| Light | +43% |
| Temporal | +18% |
| Mind | +6% |
| Physical | +15% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +32% |
| Temporal | +5% |
| Arcane | +5% |
| Darkness | +27% |
Defense: Base
| Armour (hardiness) | 76 (88%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 40 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 61%( 70%) |
| All | + 23%( 70%) |
| Darkness | + 69%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 35%( 70%) |
| Mind | + 28%( 70%) |
| Lightning | + 31%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 41% |
| Poison Resistance | 10% |
| Blind Resistance | 10% |
| Disarm Resistance | 27% |
| Bleed Resistance | 50% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 26% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 143 damage per debuff cleansed. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 600% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Celestial / Twilight | 1.54 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 3/5 |
| Celestial / Sunlight | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Hymn of Shadows |
| talent | Hymn Nocturnalist |
| talent | Corona |
| talent | Chant of Resistance |
| beneficial effect | 16% chance to avoid weapon attacks Charm: Evasion |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target's light and darkness spell penetration has been increased by 27%. Totality |
| beneficial effect | The target is wide awake and has 101% resistance to sleep effects. Insomnia |
| beneficial effect | The target's light, darkness, and fire resistance has been increased by 28%. Solar Infusion |
| beneficial effect | Moving at extreme speed (600% faster) and gains 100% stun, daze and pinning immunity. Any action other than movement will cancel it. Wild Speed |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 23%. Pain Suppression |
| detrimental effect | The target is in a nightmarish sleep, suffering 57.67 mind damage each turn and unable to to perform most actions. Every 42 damage it takes will reduce the duration of the effect by one turn. Nightmare |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed red crystal shard. * You've found the needed bloated horror heart. | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Hettiretir the pair of rough leather boots (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Reduces incoming crit damage: 5.00% Blindness immunity: +10% Poison immunity: +10% Movement speed: +25% Healing mod.: +15% A pair of boots made of leather. |
| Light source | brass lantern 'Brightdeath'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% acid Changes resistances penetration: +5% light / +5% acid Changes damage: +9% light Maximum life: +42.00 Light radius: +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. |
| On head | Ivomithra the Murkjustice (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Mag / +6 Wil / +3 Cun Changes resistances: +12% cold / +7% nature / +6% darkness Changes resistances penetration: +5% arcane Allows you to breathe in: water Spell save: +5 (+2 eff.) Mana when firing critical spell: +1.00 Maximum life: +50.00 Mindpower: +4 (+2 eff.) Healing mod.: +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Darkquencher of the Blightspawn [power 204] (13/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects when hit in melee: * 20% chance to reduce damage dealt by 19% * 25% chance to reduce strength, dexterity, and constitution by 25 Changes resistances: +6% mind Physical save: +9 (+5 eff.) Confusion immunity: +20% It can be used to heals yourself and all friendly characters within 10 spaces for 204 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 51. * Gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 35% Damage when hit (Melee): 6 acid Changes resistances: +6% acid / +22% cold Changes resistances penetration: +5% temporal Changes damage: +11% cold / +3% temporal Disarm immunity: +27% Pinning immunity: +24% Stun/Freeze immunity: +21% Knockback immunity: +26% Life regen: +1.00 Maximum life: +24.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 416.47 You won the Ring of Blood trial, and this is your reward. |
| Around waist | hardened leather belt 'Ce'Nimina'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes stats: +5 Dex / +7 Wil / +8 Cun / +7 Lck Reduces incoming crit damage: 10.00% Trap disarming bonus: +18 Stealth bonus: +9 Infravision radius: +4 A belt that goes around your waist. |
| In main hand | Eclipse (18-21.6 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal / +15% physical / +15% light / +15% darkness Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| On hands | hardened leather gloves 'Zubyna' (0 def, 20 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+9 eff.) Physical crit. chance: +4.0% Armour: +20 Armour Hardiness: +8% Damage when hit (Melee): 6 acid Changes stats: +8 Con Changes resistances: +6% physical Only die when reaching: -40.00 life 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. |
| Main armor | cashmere robe 'Zuboldawe' (20 def, 9 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +9 Defense: +20 (+9 eff.) Changes stats: +3 Cun / +6 Mag Changes resistances: +1% physical / +26% darkness / +7% light / +12% fire / +6% temporal / +6% cold Changes damage: +19% light / +22% darkness Maximum life: +46.00 Spellpower: +7 (+3 eff.) Spell crit. chance: +6% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Arithra the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +2 (+1 eff.) Changes stats: +2 Str / +5 Dex / +3 Con Changes resistances: +9% temporal Life regen: +4.00 Maximum life: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Goromintir the gold amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Cun / +6 Wil Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.24 Cunning / Survival +0.24 Celestial / Twilight Mental save: +6 (+3 eff.) Cut immunity: +50% Confusion immunity: +11% Equilibrium when hit: +0.12 Mindpower: +9 (+5 eff.) Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 166 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
healing infusion of the titan (heal 161; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the psychic (die at -322; dur 7; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -322 life. The duration and life will increase by 1% for every 1% life you have lost (currently 467 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -365; dur 5; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -365 life. The duration and life will increase by 1% for every 1% life you have lost (currently 523 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 27%; mental; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (278.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Inflicts 328.04 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 83; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 83 damage per debuff cleansed. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+8 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
steel amulet 'Earydurek'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +15 (+7 eff.) Armour penetration: +12 Defense: +7 (+3 eff.) Changes stats: +8 Lck / +6 Mag Changes resistances: +5% arcane / +16% light / +13% darkness Critical mult.: +12.00% Blindness immunity: +25% See invisible: +3 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 13.39 cold and 13.87 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
steel ring 'Hanikalthobar'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Defense: +7 (+3 eff.) Changes stats: +5 Cun / +8 Wil Changes resistances: +9% light / +3% temporal Mental save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 can have magical properties. |
GlorassraCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 23 Damage (Melee): 13 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 23 Damage (Ranged): 15 physical Changes stats: +6 Str / +4 Mag / +4 Cun Changes damage: +6% all Mental save: +8 (+4 eff.) Confusion immunity: +20% Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 Spellpower: +8 (+3 eff.) Mindpower: +10 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: 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. |
Shadowwish the cured leather armour (6 def, 12 armour)Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +12 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +2 Dex / +5 Wil / +5 Cun / +6 Con Changes resistances penetration: +25% darkness Changes damage: +6% physical Mental save: +13 (+6 eff.) A suit of armour made of leather. |
Balazor the iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +2 Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +4 Wil Changes damage: +3% physical Physical save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Only die when reaching: -80.00 life A suit of armour made of mail. |
Torisahad (5 def, 49 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +49 Defense: +5 (+2 eff.) Fatigue: +3% Changes resistances: +12% acid / +11% physical / +10% fire / +13% cold / +12% lightning Changes resistances penetration: +5% blight Changes damage: +6% arcane Physical save: +12 (+6 eff.) Spell save: +18 (+6 eff.) Stamina each turn: +3.00 Maximum mana: +20.00 A suit of armour made of mail. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Cuthendur (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Armour: +3 Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +3 Con Changes resistances: +6% lightning / +1% physical / +6% mind Spellpower: +6 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Jetking the pair of dwarven-steel boots (10 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+5 eff.) Fatigue: -4% Changes stats: +7 Dex / +4 Wil / +4 Con Changes resistances: +3% light / +12% darkness Changes resistances penetration: +5% darkness / +8% physical Changes damage: +9% lightning Maximum encumbrance: +38 Physical save: +11 (+6 eff.) Mindpower: +6 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betelekira (6 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +3 Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +14 Str / +6 Dex / +5 Wil Changes resistances: +9% fire / +3% light / +8% physical Physical save: +8 (+4 eff.) Healing mod.: +10% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 85.3 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Blackrigor of the Blightspawn (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +2 (+1 eff.) Changes stats: +3 Str / +4 Mag / -3 Cun Changes resistances: +5% physical / +13% mind / +10% darkness Changes damage: +6% acid / +9% physical / +11% darkness / +8% cold / +9% arcane / +11% fire / +13% mind / +4% lightning Grants telepathy: Demon/Minor Demon/Major Maximum hate: +9.00 Mindpower: +7 (+4 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
voratun helm 'Aerogorn' (5 def, 16 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Fatigue: +5% Changes resistances: +6% all Physical save: +9 (+5 eff.) Mana each turn: +0.08 Maximum mana: +60.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Infravision radius: +5 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +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. |
Durugrim the iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Changes resistances: +11% nature / +9% acid Changes damage: +6% nature Physical save: +12 (+6 eff.) Maximum life: +60.00 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 301/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of clear mind 'Viperspitter' [power 1] (13/40 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +6% temporal Changes damage: +15% nature / +12% physical Physical save: +12 (+6 eff.) Only die when reaching: -40.00 life It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 40 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Bileenvy' [power 182] (13/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Wil Changes resistances: +12% lightning Changes resistances penetration: +10% mind Changes damage: +12% nature Mental save: +12 (+6 eff.) Hate when firing a critical mind attack: +2.00 It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 209 damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Sacerdos the Shalore Anorithil level 22
35th Regrowth 123rd year of Ascendancy at 00:39 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sacerdos the Shalore Anorithil level 16
64th Dusk 122nd year of Ascendancy at 09:22 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sacerdos the Shalore Anorithil level 22
38th Regrowth 123rd year of Ascendancy at 20:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sacerdos the Shalore Anorithil level 10
6th Mirth 122nd year of Ascendancy at 05:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sacerdos the Shalore Anorithil level 20
30th Haze 122nd year of Ascendancy at 13:18 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Sacerdos the Shalore Anorithil level 30
9th Pyre 123rd year of Ascendancy at 19:04 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sacerdos the Shalore Anorithil level 17
75th Dusk 122nd year of Ascendancy at 07:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sacerdos the Shalore Anorithil level 6
79th Pyre 122nd year of Ascendancy at 01:48 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sacerdos the Shalore Anorithil level 11
9th Mirth 122nd year of Ascendancy at 13:47 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sacerdos the Shalore Anorithil level 22
23rd Regrowth 123rd year of Ascendancy at 01:05 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sacerdos the Shalore Anorithil level 22
52nd Haze 122nd year of Ascendancy at 03:01 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sacerdos the Shalore Anorithil level 15
50th Dusk 122nd year of Ascendancy at 13:26 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Sacerdos the Shalore Anorithil level 28
62nd Regrowth 123rd year of Ascendancy at 12:05 see stats
Log
Hymn of Perseverance hits Bethurekira the corrupted dendritic hemospinner for 7 to psi, 4 darkness (11 total damage).
Nightmare from Bethurekira the corrupted dendritic hemospinner hits Sacerdos for (15 absorbed), 0 darkness (0 total damage).
Bethurekira the corrupted dendritic hemospinner's Eyal's Wrath hits Sacerdos for (128 absorbed), 63 nature (63 total damage).
Sacerdos uses Infusion: Wild.
Sacerdos lessens the pain.
Sacerdos activates Hymn of Shadows.
Sacerdos deactivates Hymn of Perseverance.
A shield forms around Sacerdos.
Sacerdos uses Infusion: Movement.
Sacerdos is moving at extreme speed!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
Bethurekira the corrupted dendritic hemospinner receives 4 healing (11 psi heal).
Bethurekira the corrupted dendritic hemospinner's Eyal's Wrath drains magical energy!
Bethurekira the corrupted dendritic hemospinner converts some damage to Psi!
Hymn of Shadows hits Bethurekira the corrupted dendritic hemospinner for 7 to psi, 4 darkness (11 total damage).
Nightmare from Bethurekira the corrupted dendritic hemospinner hits Sacerdos for (22 absorbed), 0 darkness (0 total damage).
Bethurekira the corrupted dendritic hemospinner's Eyal's Wrath hits Sacerdos for (150 absorbed), 0 nature (0 total damage).
Bethurekira the corrupted dendritic hemospinner uses Mind Sear.
Bethurekira the corrupted dendritic hemospinner's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Sacerdos crumbles.
Saving game...

































































































