Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
ZOmnibus Addon Pack 1.7.0Combines 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 1.7.4Official 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.
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Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 20 / 40% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 21 (base 13) |
Dexterity | 22 (base 18) |
Constitution | 26 (base 15) |
Magic | 49 (base 46) |
Willpower | 20 (base 10) |
Cunning | 33 (base 27) |
Resources
Life | 566/566 |
Mana | 303/303 |
Insanity | 0/100 |
Healing Factor | 1.1316586254954 |
Regeneration | 4.8095491583555 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 47.213032150508 |
See Invisible | 50.213032150508 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 46 |
Accuracy | 46 |
Crit Chance | 14% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Blight | +4% |
Arcane | +6% |
Mind | +24% |
All | 0% |
Darkness | +22% |
Physical | +5% |
Cold | +21% |
Fire | +16% |
Nature | +3% |
Offense: Damage Penetration
Mind | +30% |
Darkness | +60% |
Light | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 22.790113888104 (35.65183292883%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 24 |
Mental Save | 31 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 42%( 70%) |
All | + 10%( 70%) |
Darkness | + 18%( 70%) |
Physical | + 20%( 70%) |
Fire | + 36%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Stun Resistance | 20% |
Pinning Resistance | 10% |
Poison Resistance | 0% |
Blind Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 197 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
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 484% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 44 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 Strength stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
talent | Defensive Posture |
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 |
Escort the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. 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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots 'Woeminister' (0 def, 1 armour) pair of rough leather boots 'Woeminister' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 18 Changes resistances: +6% darkness Changes resistances penetration: +15% darkness / +10% mind Changes damage: +3% darkness / +9% mind Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
Light source | Duskbreacher DuskbreacherInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 15% * 10% chance to reduce armor by 33% Changes resistances: +5% arcane / +3% darkness Changes resistances penetration: +10% darkness Changes damage: +6% arcane Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +8 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 'Ebonyterror' (1 def, 0 armour) linen wizard hat 'Ebonyterror' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce armor by 33% * 20% chance to slow global speed by 44% * 10% chance to reduce damage dealt by 15% Changes resistances: +15% fire Changes resistances penetration: +25% darkness / +5% nature Changes damage: +3% acid / +10% fire A pointy cloth hat, very wizardly... |
Tool | Harular [power 225] (13 cooldown) Harular [power 225] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +8 Changes resistances: +6% acid Changes damage: +9% mind Only die when reaching: -80.00 life It can be used to blast the opponent's mind dealing 279 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con 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 4 tidal wave that expands slowly over 7 turns, dealing 11.97 cold and 10.39 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 50 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | copper agate ring copper agate ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 make your fingers look great! |
Around waist | Velymibeth the rough leather belt Velymibeth the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +10 (+3 eff.) Critical mult.: +6.00% Mental save: +6 (+3 eff.) Pinning immunity: +10% Life regen: +2.00 A belt that goes around your waist. |
In main hand | Sileriassra the Cystvile (111% power, 3 apr, darkness element) Sileriassra the Cystvile (111% power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 44% Changes stats: +3 Str / +1 Wil Changes damage: +15% darkness Talent granted: +1 Command Staff Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +39.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Splendourglean' (0 def, 2 armour) hardened leather gloves 'Splendourglean' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 10 light Changes stats: +4 Cun / +3 Con Changes resistances penetration: +20% mind / +10% light Changes damage: +6% mind Physical save: +18 (+9 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | linen robe 'Mardemnir' (15 def, 6 armour) linen robe 'Mardemnir' (15 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +6 Defense: +15 (+5 eff.) Changes resistances: +14% acid / +11% physical / +3% blight / +10% cold / +14% fire / +7% all Changes damage: +6% acid / +5% physical / +6% fire / +6% cold Talent cooldown: Refit Golem (-3 turns) Blindness immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Barkstun the linen cloak (1 def, 0 armour) Barkstun the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +15 (+5 eff.) Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +1 Str / +2 Dex / +1 Cun Changes resistances penetration: +10% darkness Changes damage: +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 29 power out of 35/35) : Effective talent level: 2.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 176 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 82; cd 13) healing infusion of the psychic (heal 82; cd 13)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 82 then cleanse 1 wound, poison, and disease effect. 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. |
wild infusion of the psychic (res 19%; physical; dur 2; cd 12) wild infusion of the psychic (res 19%; physical; dur 2; 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: 12 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 19% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
shatter afflictions rune of the psychic (absorb 40; cd 18) shatter afflictions rune of the psychic (absorb 40; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 40 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 Willpower 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 |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +2.00 Amulets make your neck look great! |
stabilizing copper amulet of mastery (0.11 Demented / Horrific body) stabilizing copper amulet of mastery (0.11 Demented / Horrific body)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Talent mastery: +0.11 Demented / Horrific body Pinning immunity: +21% Knockback immunity: +20% Amulets make your neck look great! |
Splendournigh the copper ring Splendournigh the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +9 (+3 eff.) Changes resistances: +3% blight / +6% light / +6% lightning Changes resistances penetration: +20% light Changes damage: +12% blight It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 make your fingers look great! |
copper ring of blight (+11%) copper ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings make your fingers look great! |
copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
marksman's steel ring of light (+22%) marksman's steel ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
mule's steel ring of frost (+22%) mule's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% cold Changes damage: +11% cold Maximum encumbrance: +21 Rings make your fingers look great! |
solipsist's steel ring of power solipsist's steel ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Cun / +4 Wil Spellpower: +6 (+2 eff.) Mindpower: +13 (+6 eff.) Rings make your fingers look great! |
elm starstaff 'Yvumira' (100% power, 2 apr, darkness element) elm starstaff 'Yvumira' (100% power, 2 apr, darkness element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +1 Dex Changes resistances: +1% physical Changes resistances penetration: +5% physical Changes damage: +10% darkness Talent granted: +1 Command Staff Maximum stamina: +30.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 95.54 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (113% power, 4 apr, physical element) Crystal Shard (113% power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 113% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+4 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 37 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Drake's Bane (156% power, 21 apr) Drake's Bane (156% power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 156% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+4 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Issovon the dwarven-steel dagger (125% power, 7 apr) Issovon the dwarven-steel dagger (125% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 126% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 3). On weapon crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +2 Defense: +7 (+2 eff.) Changes damage: +9% arcane / +3% physical Disarm immunity: +36% Stamina each turn: +1.00 Maximum stamina: +20.00 Sharp, short and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 7 power out of 8/8) : Effective talent level: 2.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 138.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Corpsebow CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 23 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+3 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 27.44 to 34.30 physical damage (based on Willpower and Cunning) with knockback Activation costs 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
rough leather belt 'Gagalle' rough leather belt 'Gagalle'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Effects on melee hit: * 10% chance to slow global speed by 44% * 20% chance to reduce armor by 33% Changes resistances: +3% blight Changes resistances penetration: +5% acid Maximum life: +32.00 Maximum stamina: +10.00 A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Urorek the Blastwrecker (1 def, 0 armour) Urorek the Blastwrecker (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 lightning Changes stats: +2 Dex / +2 Mag / +5 Wil Changes damage: +6% lightning Reduces incoming crit damage: 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (7 def, 0 armour) enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +1 Str / +1 Con Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Freezevengeance' (12 def, 4 armour) linen cloak 'Freezevengeance' (12 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +12 (+4 eff.) Changes stats: +3 Str Changes resistances: +6% cold Changes resistances penetration: +5% temporal Changes damage: +3% physical Critical mult.: +10.00% Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glacierream (0 def, 4 armour) Glacierream (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Effects on melee hit: * 10% chance to slow global speed by 44% Changes resistances: +6% lightning / +6% fire / +9% darkness / +3% cold Infravision radius: +2 A pair of boots made of leather. |
pair of rough leather boots 'Jetsweeper' (0 def, 1 armour) pair of rough leather boots 'Jetsweeper' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 44% Changes resistances: +3% light / +6% darkness Changes damage: +9% darkness Maximum encumbrance: +22 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
Arcpiety the rough leather gloves (0 def, 1 armour) Arcpiety the rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 blight Changes resistances: +6% blight Changes resistances penetration: +15% mind Changes damage: +3% blight Disease immunity: +10% Life regen: +4.00 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. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
brawler's hardened leather gloves of strength (+5) (0 def, 2 armour) brawler's hardened leather gloves of strength (+5) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Changes stats: +5 Str / +2 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+2 eff.) 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. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Gloruth the dwarven-steel gauntlets (0 def, 2 armour) Gloruth the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 blight Changes stats: +7 Mag Changes resistances: +6% blight Changes damage: +8% blight / +9% arcane Spell save: +6 (+3 eff.) Maximum mana: +20.00 Spellpower: +20 (+6 eff.) 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. |
linen wizard hat 'Unlightweeper' (1 def, 0 armour) linen wizard hat 'Unlightweeper' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +6% darkness Critical mult.: +10.00% Physical save: +7 (+3 eff.) Psi when hit: +0.04 A pointy cloth hat, very wizardly... |
Hurab the Morbusgash (0 def, 1 armour) Hurab the Morbusgash (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 44% Changes resistances: +6% lightning / +6% temporal Changes damage: +3% acid Poison immunity: +10% Confusion immunity: +10% A cap made of leather. |
Samiredas (0 def, 1 armour) Samiredas (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +1.0% Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 physical Changes stats: +1 Str / +3 Wil / +3 Cun Physical save: +3 (+1 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +4% A cap made of leather. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
257 alchemist agate 257 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(69 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
brass lantern 'Amesalin' brass lantern 'Amesalin'Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% all Spell save: +6 (+3 eff.) Maximum hate: +6.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +4% Light radius: +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. |
brass lantern 'Galebreaker' brass lantern 'Galebreaker'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning / 2 mind Changes resistances: +3% light / +9% lightning Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +6 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Betutta the Dazzlepall (dig speed 19 turns) Betutta the Dazzlepall (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Damage when hit (Melee): 2 light Changes stats: +1 Str Changes resistances: +6% fire / +6% darkness / +9% mind Changes resistances penetration: +5% light Changes damage: +3% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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) 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 25 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)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 166 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. |
innervating iron torque of mindblast [power 100] (13 cooldown) innervating iron torque of mindblast [power 100] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 124 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Flashburst' [power 155] (13 cooldown) steel torque of gale force 'Flashburst' [power 155] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% lightning Mental save: +15 (+8 eff.) Silence immunity: +20% Pinning immunity: +20% Life regen: +4.00 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 163 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging 'Zubykira' [power 116] (13 cooldown) elm totem of stinging 'Zubykira' [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +4 Str / +1 Wil / +1 Cun Critical mult.: +5.00% Maximum stamina: +30.00 It can be used to sting an enemy dealing 119 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Ivatha [power 116] (13 cooldown) Ivatha [power 116] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% fire / +5% arcane / +6% mind Life regen: +2.00 Only die when reaching: -20.00 life Maximum life: +40.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Heal for 39. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By DremFries the Drem Writhing One level 11
17th Profit 122nd year of Ascendancy at 16:30 see stats
By DremFries the Drem Writhing One level 10
2nd Acquisition 122nd year of Ascendancy at 04:50 see stats
By DremFries the Drem Writhing One level 20
5th Gold 123rd year of Ascendancy at 14:42 see stats
By DremFries the Drem Writhing One level 19
31st Iron 123rd year of Ascendancy at 17:10 see stats
By DremFries the Drem Writhing One level 17
21st Shortage 122nd year of Ascendancy at 11:34 see stats
By DremFries the Drem Writhing One level 9
31st Voratun 122nd year of Ascendancy at 22:16 see stats
By DremFries the Drem Writhing One level 11
30th Profit 122nd year of Ascendancy at 15:57 see stats
By DremFries the Drem Writhing One level 19
20th Iron 123rd year of Ascendancy at 19:34 see stats
Log
There is an item here: Mirror Image Rune (dur 6; cd 24)
Worm that walks (servant of DremFries) picks up (a.): Mirror Image Rune (dur 6; cd 24).
You have no more inscription slots.
Character control switched to DremFries.
Worm that walks (servant of DremFries) no longer seems to be in sync with his ally.
DremFries no longer seems to be in sync with his ally.
There is an exit to the worldmap here (press '' or right click to use).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 20th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Saving done.
Today is the 21st Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 22nd Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Today is the 23rd Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
Today is the 24th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
There is a Passageway into the Daikara here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)