











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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:
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 | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 22 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 16 on the 57th Haze 122nd year of Ascendancy at 02:48 / 1 |
Primary Stats
| Strength | 51 (base 33) |
| Dexterity | 41 (base 25) |
| Constitution | 15 (base 15) |
| Magic | 72 (base 39) |
| Willpower | 23 (base 10) |
| Cunning | 39 (base 13) |
Resources
| Life | 642/642 |
| Mana | 136/136 |
| Stamina | 174/174 |
| Healing Factor | 1.3660311219418 |
| Regeneration | 4.4396011463109 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +56.205122053262% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 52 |
| Crit Chance | 23% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +48% |
| Physical | +8% |
| Arcane | +3% |
| All | 0% |
| Nature | +8% |
Offense: Damage Penetration
| Physical | +10% |
| Lightning | +9% |
Defense: Base
| Armour (hardiness) | 31.8468397909 (51.69962066283%) |
| Defense | 43 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 29 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 39%( 70%) |
| Nature | + 10%( 70%) |
| Arcane | + 7%( 70%) |
| Darkness | + 24%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 65% |
| Teleport Resistance | 10% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 676 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 4 turns and blocking 88 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (76 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 490% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Arcane Combat |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Arcane Feed |
| talent | Arcane Shield |
| talent | Shielding |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed orc heart. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bloated horror heart. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed skeleton mage skull. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed honey tree root. | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Brenidin (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +1 Dex dps ---------- Mov.spd +25% On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +40.00 Heal.mod +12% ---------- 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. |
| On head | linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
| Tool | soothing ash wand of shielding [power 182] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 267 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to heal for 39. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | marksman's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% lightning Acc +6 (+2 eff.) ----- def ----- Resists +24% lightning Rings make your fingers look great! |
| Around waist | Baredefang1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +3% arcane Phasing +20% ----- def ----- Fatigue -4% Mind.save +6 (+3 eff.) ---------- misc Max.enc +23 Mana/turn +0.04 A belt that goes around your waist. |
| In main hand | elemental steel greatmaul (132% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane Power 132% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 89 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +16% lightning Res.pen +9% lightning Massive two-handed mauls. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | cashmere cloak 'Murin' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +5% Res.pen +10% physical Acc +18 (+6 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -5% Resists +9% darkness Max.HP +100.00 Stun/Frz- +10% Teleport- +10% ---------- misc Max.stam +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
movement infusion of the titan (speed 445%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 445% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 5; phase 17; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 3; phase 14; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 4; phase 16; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 20; resist 17%; move 36%; dur 5; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 36% faster, and you are invisible (power 20). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 902% over 10 turns; mana 45; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 902% for 10 turns (84 total) and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 29; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 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 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 4 turns and blocking 29 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. 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 duelist (absorb 90; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 4 turns and blocking 90 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 Dexterity stat. 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 duelist (absorb 342; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 342 damage for 4 turns. Its effects scale with your Dexterity stat. 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 duelist (absorb 257; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 257 damage for 5 turns. Its effects scale with your Dexterity stat. 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 sneak (absorb 245; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 245 damage for 5 turns. Its effects scale with your Cunning stat. 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 titan (absorb 165; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 165 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 3; blocks 2; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 3 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 12; blocks 3; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 12 up to 3 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying steel amulet of willpower (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
copper amulet of mastery (0.11 Spell / Aegis)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Spell/Aegis Amulets make your neck look great! |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets make your neck look great! |
grounding gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets make your neck look great! |
grounding steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +14% lightning Stun/Frz- +21% Amulets make your neck look great! |
insulating copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% fire +10% cold Amulets make your neck look great! |
insulating copper amulet of mastery (0.11 Spell / Air)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +10% cold ---------- misc Masteries +0.11 Spell/Air Amulets make your neck look great! |
steel amulet of willpower (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
warrior's gold amulet of mastery (0.16 Technique / Superiority)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Masteries +0.16 Technique/Superiority Amulets make your neck look great! |
Boltsmash0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +12% lightning Res.pen +10% mind Acc +8 (+3 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Resists +3% darkness ---------- misc Psi/ret +0.12 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! |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +12 ----- def ----- Defense +8 (+2 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! |
mule's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +5 (+3 eff.) Confus- +23% ---------- misc Max.enc +20 Rings make your fingers look great! |
rogue's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +4 (+1 eff.) Resists +20% darkness Rings make your fingers look great! |
wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
wizard's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Acc +9 (+3 eff.) Apr +7 ----- def ----- Defense +9 (+3 eff.) Spell.save +4 (+2 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! |
wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
plaguebringer's steel battleaxe of projection (118% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Arcane/Psionic Power 119% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 26 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +18% Massive two-handed battleaxes. |
truestriking steel battleaxe of projection (126% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Master/Psionic Power 127% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +9% physical Acc +16 (+6 eff.) Apr +9 Massive two-handed battleaxes. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Star (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 114.82 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
dwarven-steel greatmaul (154% power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 154% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
steel greatmaul of enduring (132% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Nature Power 133% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +9 Con +9 Wil ----- def ----- Max.HP +16.00 Massive two-handed mauls. |
warbringer's dwarven-steel greatmaul of phasing (148% power, 9 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 148% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Crit +1.5% Atk.spd 100% Phasing +19% While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +9% physical ----- def ----- Disarm- +24% Massive two-handed mauls. |
Greenpain the dwarven-steel greatsword (144% power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 145% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 light Against +14% Undead On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 While equipped: dps ---------- Phys.crit +10.0% Mind.pwr +15 (+7 eff.) Dmg.mod +3% nature ---------- misc Equi/ret +0.12 Massive two-handed swords. |
Siladamira the steel greatsword (137% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 137% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 temporal On Hit.r1 +10 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Acc +20 (+7 eff.) ----- def ----- Armour +4 Resists +10% temporal Massive two-handed swords. |
dwarven-steel greatsword 'Blackresolve' (145% power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Psionic Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +19 darkness Against +7% Living While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Dmg.mod +3% darkness ----- def ----- Armour +2 Resists +2% physical Die.at -40.00 life Massive two-handed swords. |
flaming steel greatsword of projection (133% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane/Psionic Power 134% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +10 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
Ivissra the Prismpulverizer4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +20 arcane On Crit.r2 +27 lightning +20 cold While equipped: Stats +5 Str dps ---------- Phys.pwr +8 (+2 eff.) Mov.spd +38% Dmg.mod +3% arcane Res.pen +14% lightning +10% light +14% cold +25% arcane +11% all Acc +15 (+5 eff.) Apr +12 Melee Ret 4 light Longbows are used to shoot arrows at your foes. |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Lighttorrent the elm vilestaff (100% power, 2 apr, acid element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid +9% light +6% mind ----- def ----- Resists +3% acid +12% cold +3% mind +5% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
Scabsin the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +6% blight Res.pen +5% blight +10% nature ----- def ----- Resists +5% fire +3% nature +5% cold Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
hardened leather belt 'Murksaw'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature Res.pen +15% nature Melee Ret 10 fire ----- def ----- Defense +11 (+3 eff.) Resists +6% light Stealth +7 ---------- misc Light +1 A belt that goes around your waist. |
hardened leather belt 'Scabrot'1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +28.00% Phys.pwr +4 (+1 eff.) Mind.pwr +15 (+7 eff.) Res.pen +10% nature ----- def ----- Resists +3% nature ---------- misc Max.psi +20.00 A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) 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 (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of mindcraft (1 def, 6 armour)2.0 T1 cloak armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +4% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firegrind the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +12% lightning +3% fire +12% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +18% lightning +12% mind +9% all Mind.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +4 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of nature (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Resists +15% nature +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of fire (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +7% all +16% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of darkness (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness +14% arcane ----- def ----- Resists +15% darkness +9% all ---------- misc Max.mana +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of light (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +13% light ----- def ----- Resists +19% light +11% all Spell.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% acid +5% physical +7% fire +6% cold ----- def ----- Resists +11% acid +12% physical +10% fire +11% cold +9% all ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of frost (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% cold ----- def ----- Resists +9% all +19% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bregynik the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) ----- def ----- Armour +1 Fatigue -6% Phys.save +9 (+4 eff.) Die.at -40.00 life ---------- misc Max.enc +22 Hate/m.crit +4.00 A pair of boots made of leather. |
Relgasta the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Crit.mult +15.00% ----- def ----- Armour +1 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% 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. |
dreamer's pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil +3 Cun ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flowerwish the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +2 Melee+ 8 temporal Ranged+ 8 temporal Dmg.mod +6% arcane +5% temporal Melee Ret 4 nature ----- def ----- Armour +2 Fatigue +3% Resists +6% nature +7% temporal Spell.save +3 (+1 eff.) ---------- misc Mana/s.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Grinylayon (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) Melee+ 5 lightning Dmg.mod +5% lightning +3% blight Res.pen +5% mind +10% blight On Hit (Melee): * 10% chance to reduce armor by 36% ----- def ----- Armour +2 Resists +7% lightning +15% acid 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. |
Kilnwish the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +20% fire +9% light +3% cold Res.pen +10% light ----- def ----- Armour +2 Fatigue +3% Resists +15% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)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. |
dwarven-steel gauntlets 'Glitterseam' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 fire Dmg.mod +18% light +5% fire Res.pen +15% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +7% fire +12% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Shivertouch' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +4% mind Res.pen +10% cold ----- def ----- Armour +2 Fatigue +3% Resists +3% acid +2% physical +6% cold +6% mind +5% arcane Disease- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Balegrim' (0 def, 4 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Melee+ 7 fire Dmg.mod +6% fire ----- def ----- Armour +4 Resists +6% light +6% fire Die.at -20.00 life HP.reg +4.00 ---------- misc Light +3 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. |
hardened leather gloves 'Beturerann' (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 fire Dmg.mod +5% fire ----- def ----- Armour +2 Resists +16% fire +5% arcane +9% temporal Mind.save +9 (+5 eff.) HP.reg +4.00 Pinning- +10% Stun/Frz- +10% 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. |
hardened leather gloves 'Mirewrest' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Cun +4 Mag dps ---------- Dmg.mod +3% arcane Res.pen +10% arcane +10% acid ----- def ----- Armour +2 Resists +6% acid +6% light +7% darkness +12% nature +5% arcane ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 62.64 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Artholathamas the Scorchlore (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +1 Cun dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) Dmg.mod +6% fire ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Cleansequarry the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +12% temporal +3% light +3% darkness Spell.save +6 (+3 eff.) A cap made of leather. |
Crown of Burning Pain (11 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +30% fire ----- def ----- Defense +11 (+3 eff.) Fatigue +4% Resists +30% fire Meteor Rain: Level 2.0 Pwr.cost 30 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 58.55 fire and 63.24 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Hanehir (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Str +5 Mag +2 Wil dps ---------- Dmg.mod +11% light Res.pen +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +16% light Knockbk- +10% Teleport- +10% ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
Runotir (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +1 Wil dps ---------- Mind.crit +5% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Resists +6% light +9% temporal Spell.save +9 (+4 eff.) ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Zerohir the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% blight +12% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Defense +2 (+0 eff.) Resists +3% physical +18% cold Die.at -40.00 life A pointy cloth hat, very wizardly... |
aegis cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Shield.pwr +8% HP.reg +2.20 A pointy cloth hat, very wizardly... |
cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
cleansing rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% blight +6% cold +6% nature ---------- misc Breathe water A cap made of leather. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
linen wizard hat of frost (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +16% cold A pointy cloth hat, very wizardly... |
prismatic iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Muckslicer' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% nature Res.pen +25% nature Melee Ret 2 nature ----- def ----- Armour +1 Fatigue +1% Resists +6% acid A cap made of leather. |
shielding linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Arira the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +20 (+7 eff.) ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +6% acid Die.at -60.00 life Max.HP +27.00 HP.reg +4.00 ---------- misc Max.stam +30.00 A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 54.06 to 162.18 lightning damage (108.12 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
prismatic cured leather armour of command (12 def, 8 armour)9.0 T2 light armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue +7% Resists +11% light +10% darkness Mind.save +11 (+6 eff.) A suit of armour made of leather. |
2 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. |
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. |
11 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Daywinter the dwarven-steel pickaxe (dig speed 29 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +10% mind ----- def ----- Fatigue -6% Resists +9% mind +12% fire HP.reg +2.00 Blind- +20% Disease- +20% ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 110.71 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 110.71 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind Melee Ret 12 fire ----- def ----- Resists +5% fire ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
iron torque of mindblast [power 110] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 170] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of gale force [power 210] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 227 physical damage Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging [power 188] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 203 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging [power 182] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 197 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 125 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 96 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
focusing elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
3 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. |
cleansing ash wand of lightning storm [power 182] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (268 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 162 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 10, power 74 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged ash wand of lightning storm [power 230] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 67 lightning damage and will be dazed for 1 turn (339 total damage) Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Carrion the Higher Arcane Blade level 14
43rd Haze 122nd year of Ascendancy at 06:17 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Carrion the Higher Arcane Blade level 18
70th Haze 122nd year of Ascendancy at 08:09 see stats
Level 10 (Roguelike)
Got a character to level 10.By Carrion the Higher Arcane Blade level 10
65th Dusk 122nd year of Ascendancy at 18:26 see stats
Level 20 (Roguelike)
Got a character to level 20.By Carrion the Higher Arcane Blade level 20
72nd Haze 122nd year of Ascendancy at 09:02 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Carrion the Higher Arcane Blade level 21
74th Haze 122nd year of Ascendancy at 15:12 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Carrion the Higher Arcane Blade level 6
79th Pyre 122nd year of Ascendancy at 22:46 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Carrion the Higher Arcane Blade level 8
2nd Summertide 122nd year of Ascendancy at 03:27 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Carrion the Higher Arcane Blade level 19
72nd Haze 122nd year of Ascendancy at 04:48 see stats
Unstoppable (Roguelike)
Returned from the dead.By Carrion the Higher Arcane Blade level 16
57th Haze 122nd year of Ascendancy at 02:48 see stats
Log
Talent Born into Magic is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
Carrion deactivates Stone Skin.
Carrion activates Stone Skin.
Carrion deactivates Feather Wind.
You carry too much--you are encumbered!
Drop some of your items.
Carrion activates Feather Wind.
You are no longer encumbered.
Carrion deactivates Shock Hands.
Carrion activates Shock Hands.
Carrion deactivates Arcane Shield.
Carrion activates Arcane Shield.
Carrion deactivates Shielding.
Carrion activates Shielding.
Carrion deactivates Arcane Feed.
Carrion activates Arcane Feed.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
There is a ladder to worldmap here (press '' or right click to use).
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.































































































































