













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 45 / 47% |
Size | small |
Lifes / Deaths | Killed by Xira the skeleton warrior at level 38 on the 80th Haze 122nd year of Ascendancy at 19:55 / 1 |
Primary Stats
Strength | 10 (base 13) |
Dexterity | 63 (base 60) |
Constitution | 47 (base 41) |
Magic | 32 (base 22) |
Willpower | 21 (base 11) |
Cunning | 80 (base 60) |
Resources
Life | 1463/1463 |
Mana | 299/299 |
Stamina | 234/234 |
Healing Factor | 1.6323364354647 |
Regeneration | 15.209856044782 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +6.6613381477509E-14% |
Spell | 0% |
Global | +119.12780626606% |
Vision
Sight | 10 |
Lite | -996 |
Infravision | 5 |
See Stealth | 45.575238763606 |
See Invisible | 45.575238763606 |
Stealth | 67 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 66 |
Accuracy | 69 |
Crit Chance | 38% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | 46 |
Accuracy | 69 |
Crit Chance | 40% |
APR | 38 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Temporal | +21% |
Nature | +194% |
Lightning | +3% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +25% |
Lightning | +20% |
Nature | +60% |
Physical | +19% |
Acid | +46% |
All | 0% |
Defense: Base
Armour (hardiness) | 7 (38.594633868923%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 40 |
Mental Save | 41 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 50%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 20%( 70%) |
All | + 20%( 70%) |
Darkness | + 62%( 70%) |
Light | + 14%( 70%) |
Temporal | + 45%( 70%) |
Fire | + 23%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Poison Resistance | 0% |
Confusion Resistance | 35% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 451 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 811% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -747 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 747 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 4/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Trained Reactions |
talent | Volatile Poison |
talent | Stealth |
talent | Premonition |
talent | Leeching Poison |
talent | Chant of Fortitude |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 95 - 133 Accuracy: 85 (knife) APR: 41 Crit Chance: +46% Crit mult: 178% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 6.7 and stamina regeneration by 1.7. Soothing Darkness |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | failed |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Layita the red crystal. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Ioantar. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1350. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of elder vampire blood. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Con +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +30% nature Res.pen +25% acid +8% physical Melee Ret 4 temporal ----- def ----- Armour +4 Fatigue +3% Resists +12% acid +6% temporal Blindside: Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee Ret 6 mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% nature +3% fire Max.HP +125.00 Knockbk- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 9 nature Dmg.mod +41% nature Melee Ret 10 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 30 * 20% chance to slow global speed by 58% ----- def ----- Armour +3 Fatigue +5% Resists +10% nature Def/telep +10 Res/telep +10% Dur/telep +10% Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +14 nature On Hit: 10% Venomous Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +18% nature +3% fire Melee Ret 6 nature Create a radius 3 storm for 5 turns. Each turn, creatures within take 52 lightning damage and will be dazed for 1 turn (261 total damage) Puts all charms on 13 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% nature Res.pen +25% darkness On Hit (Melee): * 20% chance to slow global speed by 58% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% darkness +3% temporal Mind.save +10 (+4 eff.) Confus- +35% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +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. |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 lightning On Hit: * 20% chance to reduce damage dealt by 25% While equipped: dps ---------- Dmg.mod +3% lightning +6% nature Res.pen +20% lightning +11% physical +20% nature Acc +17 (+4 eff.) Apr +11 On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +3% darkness Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +21% temporal +24% nature Melee Ret 10 nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 28% ----- def ----- HP.reg +2.20 Heal.mod +22% A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Rare] Nature Power 31.0 - 40.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +20 darkness On Crit.r2 +37 acid +37 nature On Hit: * 20% chance to slow global speed by 58% * 20% chance to reduce all saves and defense by 30 While equipped: dps ---------- Res.pen +21% acid +30% nature Apr +11 Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 30 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Spell.pwr +15 (+7 eff.) Mind.pwr +25 (+9 eff.) S.pwr/crit +10 Dmg.mod +24% nature Phasing +30% Acc +23 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -8% Spell.save +6 (+2 eff.) Max.HP +82.00 ---------- misc Mana/s.crit +2.00 Max.stam +25.00 Max.vim +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +9 Mag dps ---------- Dmg.mod +12% arcane Melee Ret 10 mind 4 blight ----- def ----- Crit.chn- 10.00% Mind.save +10 (+4 eff.) Confus- +34% ---------- misc Max.mana +100.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +17% physical ----- def ----- Resists +12% cold +17% physical Die.at -60.00 life Max.HP +121.00 HP.reg +20.00 Heal.mod +16% Disarm- +44% Pinning- +50% Knockbk- +42% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+1 eff.) ----- def ----- Resists +6% mind +3% cold Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Defense +10 (+4 eff.) Resists +3% light +6% nature Blind- +20% ---------- misc Infravis +5 See.Stealth +10 See.Invis +10 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +11 (+4 eff.) Dmg.mod +18% fire ----- def ----- Resists +25% acid +6% light +25% fire +22% cold +23% lightning Mind.save +11 (+4 eff.) Confus- +30% ---------- misc Light +3 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Mag dps ---------- Res.pen +10% mind ----- def ----- Resists +6% mind Max.HP +22.00 Disarm- +22% Pinning- +23% Knockbk- +23% ---------- misc Infravis +3 Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T3 dagger 1H weapon [Rare] Arcane Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Dex +6 Mag +3 Wil +1 Con dps ---------- Spell.pwr +30 (+12 eff.) ----- def ----- Resists +9% light ---------- misc Vim/s.crit +1.00 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature Power 30.5 - 39.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Str +6 Dex +6 Mag +19 Wil +7 Cun +12 Con ----- def ----- Max.HP +10.00 Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 23 [Unique] Arcane Power 45.0 - 67.5 Physical Uses 40% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +25% nature ----- def ----- Heal.mod +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Nature Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +25 acid +29 nature While equipped: Stats +7 Wil dps ---------- S.pwr/crit +6 Res.pen +15% acid +17% nature Apr +11 Melee Ret 10 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Max.mana +80.00 Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Psionic Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +14% Mind.pwr +18 (+6 eff.) Dmg.mod +15% nature +6% mind ----- def ----- Mind.save +18 (+6 eff.) Max.HP +26.00 HP.reg +1.70 ---------- misc Psi/ret +0.08 Hate/m.crit +4.00 Psi/m.crit +4.00 Max.psi +34.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal +3% mind +3% fire Die.at -40.00 life Poison- +10% Disarm- +20% Teleport- +10% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil +1 Con dps ---------- Spell.crit +4% Res.pen +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +6% darkness ---------- misc Max.hate +4.00 Infravis +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +18% mind Res.pen +25% nature +25% fire Melee Ret 4 mind 10 nature ----- def ----- Defense +2 (+1 eff.) Resists +6% nature Mind.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +6% blight Crit.chn- 5.00% Max.HP +32.00 ---------- misc Light +1 Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Res.pen +15% cold ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 ---------- misc Equi/ret +0.08 Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +1 Cun dps ---------- Spell.pwr +5 (+3 eff.) S.pwr/crit +2 Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Resists +12% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +21.00% Acc +7 (+1 eff.) Apr +8 ----- def ----- Defense +2 (+1 eff.) Resists +10% nature +13% blight Stealth +10 HP.reg +2.00 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 278/400 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +3% acid +3% physical +6% blight Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 21 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ioantar the Halfling Rogue level 40
46th Regrowth 123rd year of Ascendancy at 02:06 see stats
By Ioantar the Halfling Rogue level 39
3rd Decay 122nd year of Ascendancy at 19:33 see stats
By Ioantar the Halfling Rogue level 43
61st Regrowth 123rd year of Ascendancy at 10:01 see stats
By Ioantar the Halfling Rogue level 42
56th Regrowth 123rd year of Ascendancy at 04:09 see stats
By Ioantar the Halfling Rogue level 40
7th Allure 123rd year of Ascendancy at 14:24 see stats
By Ioantar the Halfling Rogue level 41
52nd Regrowth 123rd year of Ascendancy at 04:15 see stats
By Ioantar the Halfling Rogue level 31
29th Haze 122nd year of Ascendancy at 11:07 see stats
By Ioantar the Halfling Rogue level 34
43rd Haze 122nd year of Ascendancy at 04:19 see stats
By Ioantar the Halfling Rogue level 24
78th Dusk 122nd year of Ascendancy at 22:25 see stats
By Ioantar the Halfling Rogue level 30
26th Haze 122nd year of Ascendancy at 01:00 see stats
By Ioantar the Halfling Rogue level 28
6th Haze 122nd year of Ascendancy at 11:26 see stats
By Ioantar the Halfling Rogue level 45
61st Regrowth 123rd year of Ascendancy at 10:52 see stats
By Ioantar the Halfling Rogue level 10
2nd Mirth 122nd year of Ascendancy at 05:10 see stats
By Ioantar the Halfling Rogue level 20
50th Dusk 122nd year of Ascendancy at 11:00 see stats
By Ioantar the Halfling Rogue level 30
25th Haze 122nd year of Ascendancy at 13:26 see stats
By Ioantar the Halfling Rogue level 40
6th Decay 122nd year of Ascendancy at 07:12 see stats
By Ioantar the Halfling Rogue level 24
67th Dusk 122nd year of Ascendancy at 03:40 see stats
By Ioantar the Halfling Rogue level 35
46th Haze 122nd year of Ascendancy at 06:12 see stats
By Ioantar the Halfling Rogue level 26
1st Time of Equilibrium 122nd year of Ascendancy at 18:41 see stats
By Ioantar the Halfling Rogue level 42
52nd Regrowth 123rd year of Ascendancy at 07:14 see stats
By Ioantar the Halfling Rogue level 13
7th Dusk 122nd year of Ascendancy at 01:40 see stats
By Ioantar the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 02:56 see stats
By Ioantar the Halfling Rogue level 40
7th Decay 122nd year of Ascendancy at 22:05 see stats
By Ioantar the Halfling Rogue level 22
57th Dusk 122nd year of Ascendancy at 10:44 see stats
By Ioantar the Halfling Rogue level 16
19th Dusk 122nd year of Ascendancy at 05:53 see stats
By Ioantar the Halfling Rogue level 38
2nd Decay 122nd year of Ascendancy at 17:10 see stats
Log
You gain 10.71 gold from the transmogrification of pixie's voratun ring of misery.
You gain 3.42 gold from the transmogrification of marksman's stralite ring of fire (+28%).
You gain 5.64 gold from the transmogrification of protective stralite amulet of constitution (+7).
You gain 2.02 gold from the transmogrification of shielding rune of the duelist (absorb 365; dur 6; cd 16).
You gain 1.80 gold from the transmogrification of shielding rune (absorb 269; dur 7; cd 18).
You gain 1.20 gold from the transmogrification of shatter afflictions rune of the titan (absorb 115; cd 15).
You gain 0.72 gold from the transmogrification of shatter afflictions rune (absorb 76; cd 12).
You gain 0.72 gold from the transmogrification of manasurge rune (regen 1530% over 10 turns; mana 76; cd 17).
You gain 1.75 gold from the transmogrification of ethereal rune (power 15; resist 22%; move 55%; dur 5; cd 21).
You gain 1.85 gold from the transmogrification of ethereal rune (power 17; resist 24%; move 60%; dur 5; cd 19).
You gain 1.91 gold from the transmogrification of blink rune (range 6; phase 18; cd 11).
You gain 2.07 gold from the transmogrification of blink rune (range 7; phase 21; cd 12).
You gain 2.19 gold from the transmogrification of biting gale rune of the duelist (damage 277; dur 4; cd 20).
You gain 2.11 gold from the transmogrification of acid wave rune of the titan (damage 260; dur 4; cd 17).
You gain 2.15 gold from the transmogrification of acid wave rune of the duelist (damage 309; dur 4; cd 22).
You gain 1.62 gold from the transmogrification of acid wave rune (damage 143; dur 4; cd 16).
You gain 1.50 gold from the transmogrification of wild infusion of the titan (res 29%; magical, physical; dur 2; cd 15).
You gain 1.00 gold from the transmogrification of wild infusion (res 19%; mental, magical; dur 4; cd 14).
You gain 1.55 gold from the transmogrification of regeneration infusion of the duelist (heal 398; 17 cd).
You gain 2.00 gold from the transmogrification of regeneration infusion (heal 500; 15 cd).
You gain 1.77 gold from the transmogrification of regeneration infusion (heal 424; 14 cd).
You gain 1.52 gold from the transmogrification of movement infusion (speed 558%; cd 17).
You gain 1.15 gold from the transmogrification of healing infusion of the psychic (heal 93; cd 13).
There is a Backdoor to the Vor Armoury 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...
Saving done.
There is a Backdoor to the Vor Armoury here (press '' or right click to use).