









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Items Vault 1.7.0Donators/Buyers bonus! Stone Redone! 1.7.0Makes a number of changes/improvements to the Earth and Stone spell trees to bring their combined utility/power level more in line with their elemental counterpoints, integrating them better with each other and (hopefully!) providing a more sensible, unified package for the three classes that share them. Changes from basegame: Body of Stone has been significantly buffed to bring it up to par with its counterparts in the other advanced elemental trees as a spell that expands the earth spell family's functionality into a new playstyle -- that of a stationary "artillery" that trades mobility for field control and durability: Crystalline Focus's save bonus has been replaced with an additional chance for all damaging Earth, Stone, and Eldritch Stone spells to stun targets; combined with Earthen Missiles' and Earthquake's multihit (the latter of which has the bonus added to its native stun chance) and Body of Stone's cooldown reduction, earth mages can now repeatedly stun vulnerable enemies, impairing their damage and talent cooldowns. This also aids their utility for Stone Warden and Arcane Blade, for whom the damage from Earth spells falls off quickly compared to weapon damage. Mudslide can now be aimed at yourself for a radial attack that pulls enemies in, making the talent more desirable for Stone Warden and Arcane Blade (particularly in conjunction with Body of Stone which would otherwise prevent them from engaging foes in melee). Stone Skin's cooldown reduction is now compatible with Stone Spikes, similarly to Crystalline Focus and Body of Stone. This addon hard-overloads the entire data files for the Earth, Stone, and Eldritch Stone talents, and so will almost certainly be incompatible with addons that make changes to the aforementioned. 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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 | Insane Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Khimeral |
| Level / Exp | 21 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Necromancer at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:29 5 / 1 |
Primary Stats
| Strength | 22 (base 12) |
| Dexterity | 17 (base 10) |
| Constitution | 22 (base 12) |
| Magic | 50 (base 50) |
| Willpower | 20 (base 10) |
| Cunning | 58 (base 35) |
Resources
| Life | 534/534 |
| Hands | 100/100 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 0.27560415931183 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 18 |
| See Stealth | 7 |
| See Invisible | 11 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 15 |
| Crit Chance | 21% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Darkness | +10% |
| Blight | +10% |
| Physical | +10% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Physical | +30% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 12 |
| Physical Save | 34 |
| Spell Save | 34 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 56%( 80%) |
| Blight | + 36%( 70%) |
| Arcane | + 5%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Light | -7%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 15%( 75%) |
| Darkness | + 36%( 70%) |
| Nature | -7%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Bleed Resistance | 100% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 335 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 153 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: ShieldingUse 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 create a protective shield absorbing at most 224 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Bloodtide | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/1 |
| Spell / Headless Horror | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Oceansong | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Oubliette | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Intrusion | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Veiled Shepherd | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Watcher | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Polyps | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Otherside | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Wandering Eyes |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 |
You failed to protect the lone alchemist from death by Damian. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost sun paladin from death by Damian. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the repented thief from death by Damian. Escort: repented thief (level 3 of Trollmire) | failed |
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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue Team* Enter the Rhaloren Camp and use the map Mayor Dambascus gave you. * Enter the hidden section, find out where the Rhaloren keep Pidro Vales and rescue him. * Return to the Bazaar and visit Pidro Vales at his home in the southern end of town. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
Equipment
| On feet | [vs. Elibrekira the pair of hardened leather boots (20 def, 6 armour) (On feet)]Elibrekira the pair of hardened leather boots (20 def, 6 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% (-) Armour: +6 (-) Defense: +20 (+10 eff.) (-) Changes stats: +3(-) Cun / +4(-) Wil Changes resistances penetration: +15%(-) physical Physical save: +5 (+2 eff.) (-) Spell save: +7 (+4 eff.) (-) Mental save: +6 (+3 eff.) (-) Infravision radius: +1 (-) Movement speed: +25% (-) A pair of boots made of leather. |
| Light source | [vs. Wintertide Phial (Light source)]Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 (-) Infravision radius: +7 (-) It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | [vs. Fanged Collar (On head)] Fanged CollarFanged Collar 0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. Drerim the steel ring (On fingers, 1 of 2)]Drerim the steel ring Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 33% Damage (Melee): 0(-10) item acid corrode Changes stats: +5(-) Cun / +5(-) Wil Mental save: +7 (+4 eff.) (-) Blindness immunity: +23% (-) Confusion immunity: +20% (-) Mindpower: +7 (+3 eff.) (-) Infravision radius: +6 (-) See stealth: +7 (-) See invisible: +9 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. Drerim the steel ring (On fingers, 1 of 2)]Inertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Damage (Melee): 0(-10) item acid corrode Changes stats: +4 Str / +8(+3) Wil / +0(-5) Cun Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Blindness immunity: +0% (-23%) Confusion immunity: +0% (-20%) Knockback immunity: +100% Mindpower: +0 (+0 eff.) (-7 (-3 eff.)) Infravision radius: +0 (-6) See stealth: +0 (-7) See invisible: +0 (-9) This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Tap to cycle through comparison choices |
| Around waist | [vs. hardened leather belt 'Neramina' (Around waist)]hardened leather belt 'Neramina' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4(-) Dex / +4(-) Cun / +2(-) Con / +7(-) Lck Changes resistances: +5%(-) arcane Changes resistances penetration: +15%(-) arcane Trap disarming bonus: +5 (-) Stealth bonus: +7 (-) Mental save: +7 (+4 eff.) (-) Maximum life: +38.00 (-) Maximum psi: +30.00 (-) Mindpower: +4 (+2 eff.) (-) Infravision radius: +4 (-) A belt that goes around your waist. |
| In main hand | [vs. Kor's Fall (10-12 power, 0 apr, darkness element) (In main hand)]Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) acid / +10%(-) fire / +10%(-) darkness / +10%(-) blight Talent masteries: +0.10(-) Corruption / Bone Talents granted: +1.00(-) Command Staff Spellpower: +7 (+3 eff.) (-) Spell crit. chance: +8% (-) See invisible: +2 (-) It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 151.97 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (303). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | [vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)]Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 (-) Fatigue: +10% (-) Changes resistances: +20%(-) acid / +10%(-) physical Changes resistances cap: +10%(-) acid / +5%(-) physical Changes resistances penetration: +15%(-) acid / +15%(-) physical Changes damage: +10%(-) acid / +5%(-) physical Talents cooldown: Clinch (-2(-) turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 60% Str, 30% Cun, 30% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (-) Crit. chance: +5.0% (-) Attack speed: 83% (-) When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10(-) acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Main armor | [vs. Eel-skin armour (16 def, 0 armour) (Main armor)]Eel-skin armour (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+8 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-) Cun / +2(-) Dex Changes resistances: +15%(-) lightning Poison immunity: +50% (-) Pinning immunity: +50% (-) Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 43.97 to 131.92 lightning damage (87.95 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Cloak | [vs. Cloak of Deception (Cloak)]Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +5 (+2 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | [vs. Fanged Collar (Around neck)]Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10(-) Cun / -5(-) Wil Changes resistances: +15%(-) blight / +15%(-) darkness / +15%(-) acid Physical save: +15 (+7 eff.) (-) Spell save: +15 (+8 eff.) (-) Mental save: -7 (-3 eff.) (-) Maximum life: +20.00 (-) You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
acid wave rune of the sneak (damage 268; dur 4; cd 21)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 268.32 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning 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. |
[vs. Drerim the steel ring (On fingers, 1 of 2)]Xyrida the Shimmergrind Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 33% Damage (Melee): 0(-10) item acid corrode Damage when hit (Melee): 2 lightning Changes stats: +3 Dex / +0(-5) Cun / +0(-5) Wil Changes damage: +12% acid / +12% cold Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Blindness immunity: +0% (-23%) Confusion immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-7 (-3 eff.)) Infravision radius: +0 (-6) See stealth: +0 (-7) See invisible: +0 (-9) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Drerim the steel ring (On fingers, 1 of 2)]Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-10) item acid corrode Changes stats: +4 Str / +4(-1) Wil / +0(-5) Cun Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Blindness immunity: +0% (-23%) Confusion immunity: +0% (-20%) Life regen: +3.00 Mindpower: +0 (+0 eff.) (-7 (-3 eff.)) Infravision radius: +0 (-6) See stealth: +0 (-7) See invisible: +0 (-9) Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
[vs. Drerim the steel ring (On fingers, 1 of 2)]mule's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Damage (Melee): 0(-10) item acid corrode Changes stats: +0(-5) Cun / +0(-5) Wil Maximum encumbrance: +22 Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Blindness immunity: +0% (-23%) Confusion immunity: +0% (-20%) Stun/Freeze immunity: +24% Life regen: +2.00 Mindpower: +0 (+0 eff.) (-7 (-3 eff.)) Infravision radius: +0 (-6) See stealth: +0 (-7) See invisible: +0 (-9) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Drerim the steel ring (On fingers, 1 of 2)]Tarrohek the Stormschism Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 24 Damage (Melee): 0(-10) item acid corrode / 14 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 24 Damage (Ranged): 14 physical Changes stats: +4 Mag / +0(-5) Wil / +5(-) Cun / +4 Con Changes resistances: +9% light Changes damage: +9% lightning Spell save: +18 (+8 eff.) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Blindness immunity: +0% (-23%) Confusion immunity: +0% (-20%) Hate when firing a critical mind attack: +1.00 Maximum stamina: +10.00 Maximum hate: +8.00 Mindpower: +0 (+0 eff.) (-7 (-3 eff.)) Infravision radius: +0 (-6) See stealth: +0 (-7) See invisible: +0 (-9) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Kor's Fall (10-12 power, 0 apr, darkness element) (In main hand)]dragonbone vilestaff of illumination (30-36 power, 6 apr, acid element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(+20.0 - +24.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (+6) Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) When wielded/worn: Defense: +6 (+3 eff.) Changes damage: +30%(+20%) acid / +0%(-10%) fire / +0%(-10%) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1.00(-) Command Staff Spellpower: +15 (+5 eff.) (+8 (+2 eff.)) Spell crit. chance: +5% (-3%) Light radius: +2 See invisible: +0 (-2) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 71.96 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. |
[vs. Kor's Fall (10-12 power, 0 apr, darkness element) (In main hand)]Swordbreaker (25-32 power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5(+15.0 - +20.5) Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+20) Crit. chance: +15.0% (+13.5%) Attack speed: 111% (+11%) On weapon crit: + Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+6 eff.) Changes stats: +8 Cun / +8 Dex Changes damage: +0%(-10%) acid / +0%(-10%) fire / +0%(-10%) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1 Dagger Block +0(+-1) Command Staff Physical save: +15 (+7 eff.) Disarm immunity: +50% Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) Spell crit. chance: +0% (-8%) See invisible: +0 (-2) Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
[vs. Eel-skin armour (16 def, 0 armour) (Main armor)]Ivilramina (3 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) (-13 (-7 eff.)) Fatigue: +0% (-2%) Changes stats: +0(-2) Dex / +3 Mag / +0(-3) Cun Changes resistances: +0%(-15%) lightning / +49% light / +11% all Changes resistances penetration: +10% blight Changes damage: +33% light Physical save: +23 (+10 eff.) Poison immunity: +0% (-50%) Pinning immunity: +0% (-50%) Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 Spellpower: +5 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. hardened leather belt 'Neramina' (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-2) Con / +0(-7) Lck Changes resistances: +0%(-5%) arcane Changes resistances penetration: +0%(-15%) arcane Trap disarming bonus: +0 (-5) Stealth bonus: +0 (-7) Maximum encumbrance: +70 Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Knockback immunity: +40% Maximum life: +40.00 (+2.00) Maximum psi: +0.00 (-30.00) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Infravision radius: +0 (-4) 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. |
[vs. hardened leather belt 'Neramina' (Around waist)]rough leather belt of unlife Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-4) Dex / +0(-4) Cun / +0(-2) Con / +0(-7) Lck Changes resistances: +7% blight / +0%(-5%) arcane Changes resistances penetration: +0%(-15%) arcane Trap disarming bonus: +0 (-5) Stealth bonus: +0 (-7) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Maximum life: +0.00 (-38.00) Maximum psi: +0.00 (-30.00) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Infravision radius: +0 (-4) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. Cloak of Deception (Cloak)]Ce'Nossra (27 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +27 (+10 eff.) Critical mult.: +5.00% Physical save: +7 (+4 eff.) Psi when hit: +0.20 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +5 (+2 eff.) (-) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Cloak of Deception (Cloak)]linen cloak 'Falugund' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Defense: +1 (+0 eff.) Changes stats: +2 Dex / +2 Wil Critical mult.: +15.00% Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-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. |
[vs. Elibrekira the pair of hardened leather boots (20 def, 6 armour) (On feet)]Duvedehad the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Armour: +4 (-2) Defense: +0 (+0 eff.) (-20 (-10 eff.)) Fatigue: +3% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 arcane Changes stats: +2 Dex / +0(-4) Wil / +2(-1) Cun Changes resistances penetration: +0%(-15%) physical Changes damage: +6% arcane Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Spellpower: +6 (+2 eff.) Infravision radius: +0 (-1) Movement speed: +25% (-) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. 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 115% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)]Layudhessra the rough leather gloves (0 def, 11 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +15 (+8 eff.) Armour: +11 (+4) Fatigue: +0% (-10%) Changes stats: +2 Cun Changes resistances: +0%(-20%) acid / +0%(-10%) physical Changes resistances cap: +0%(-10%) acid / +0%(-5%) physical Changes resistances penetration: +0%(-15%) acid / +0%(-15%) physical / +15% mind Changes damage: +0%(-10%) acid / +0%(-5%) physical Talent cooldown: Clinch ((+0(+2) turn) Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +14.00 Maximum hate: +2.00 When used to modify unarmed attacks: Base power: 7.0 - 7.7(-20.0 - -30.1) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-14) Crit. chance: +1.0% (-4.0%) Attack speed: 100% (+17%) When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). When this weapon hits: Nightmare (10% chance level 1). Damage (Melee): +0(-10) acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)]restful hardened leather gloves of strength (+3) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +2 (-5) Fatigue: +0% (-10%) Changes stats: +3 Str Changes resistances: +0%(-20%) acid / +0%(-10%) physical Changes resistances cap: +0%(-10%) acid / +0%(-5%) physical Changes resistances penetration: +0%(-15%) acid / +0%(-15%) physical Changes damage: +0%(-10%) acid / +0%(-5%) physical Talent cooldown: Clinch ((+0(+2) turn) Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 24.5 - 27.0(-2.5 - -10.9) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-12) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (+17%) When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). When this weapon hits: Nightmare (10% chance level 3). Damage (Melee): +0(-10) acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
175 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. |
[vs. Wintertide Phial (Light source)]brass lantern 'Betorille' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+3 eff.) Changes stats: +2 Str / +1 Dex / +2 Wil / +3 Cun Mental save: +6 (+3 eff.) Mindpower: +5 (+3 eff.) Light radius: +3 (+1) Infravision radius: +0 (-7) See stealth: +7 See invisible: +9 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 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. |
Map: Rhaloren Hidden Section0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. This map leads you to a hidden section inside the Rhaloren Camp. (*USE* it while being inside the Rhaloren Camp). |
[vs. Prox's Lucky Halfling Foot (Tool)]sapper's iron pickaxe (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +1 Str / +2 Cun / +0(-5) Lck Trap disarming bonus: +0 (-5) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Damian the Ghoul Khimeral level 12
9th Flare 122nd year of Ascendancy at 00:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Damian the Ghoul Khimeral level 10
10th Mirth 122nd year of Ascendancy at 00:19 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Damian the Ghoul Khimeral level 20
2nd Haze 122nd year of Ascendancy at 07:40 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Damian the Ghoul Khimeral level 9
8th Mirth 122nd year of Ascendancy at 07:44 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Damian the Ghoul Khimeral level 12
5th Dusk 122nd year of Ascendancy at 20:02 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Damian the Ghoul Khimeral level 15
19th Dusk 122nd year of Ascendancy at 00:49 see stats
Log
There is a Ruins of Kor'Pul here (press '' or right click to use).
Today is the 55th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:16.
Today is the 56th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
Saving done.
Today is the 57th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 20:28.
Today is the 58th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 15:56.
Today is the 59th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:21.
Today is the 60th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
Today is the 61st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:28.
Today is the 62nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Today is the 63rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:53.
There is a Last Hope (Town) here (press '' or right click to use).
Today is the 64th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.





























































