













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Tinkers for Sidekicks 1.7.0An experimental addon that expands tinker-related actions from the use-item dialog and inventory dialog to allow attaching/detaching tinkers on equipment worn by the Alchemist's golem or other permanent party members. In particular:
This addon should also work similarly with the Annihilator's mecharachnid from the Embers of Rage DLC, the Writhing One's worm that walks from the Forbidden Cults DLC, or other permanent party members provided by other addons; for those cases, we recommend also using addons Interact with the Worm, Interact with the Mech, or Interact with Sidekicks, respectively, to provide access similar to the Interact with the Golem dialog. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Restock All Stores 1.7.6Add menu item to restock all stores. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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 | Madness Adventure |
Sex | Female |
Race | Lost God |
Class | Mindslayer |
Level / Exp | 29 / 87% |
Size | gargantuan |
Lifes / Deaths | Killed by Vorydhemina the rattlesnake at level 11 on the 2nd Summertide 122nd year of Ascendancy at 09:56 1 / 5Killed by Velidata the green jelly at level 16 on the 13rd Dusk 122nd year of Ascendancy at 09:53 Killed by corrupted orc warrior at level 18 on the 22nd Dusk 122nd year of Ascendancy at 23:13 Killed by war hound at level 19 on the 26th Dusk 122nd year of Ascendancy at 14:00 Killed by Adolrariawen the hornet swarm at level 20 on the 28th Dusk 122nd year of Ascendancy at 10:26 |
Primary Stats
Strength | 116 (base 15) |
Dexterity | 115 (base 11) |
Constitution | 92 (base 28) |
Magic | 60 (base 10) |
Willpower | 108 (base 60) |
Cunning | 113 (base 60) |
Resources
Life | 1396/1396 |
Steam | 139/139 |
Equilibrium | 0 |
Psi | 212/212 |
Healing Factor | 1.5996492883809 |
Regeneration | 52.938715834533 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +70.639488319622% |
Spell | 0% |
Global | +234.75864705106% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 65.896545021034 |
See Invisible | 65.896545021034 |
Offense: Mainhand
Damage | 202 |
Accuracy | 92 |
Crit Chance | 56% |
APR | 61 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 92 |
Crit Chance | 58% |
APR | 59 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Blight | +35% |
Physical | +53% |
Cold | +43% |
All | +27% |
Darkness | +32% |
Light | +44% |
Temporal | +33% |
Mind | +36% |
Fire | +51% |
Lightning | +33% |
Offense: Damage Penetration
Physical | +56% |
All | 0% |
Defense: Base
Armour (hardiness) | 61 (54.823135475018%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0.72462438903518 |
Physical Save | 63 |
Spell Save | 47 |
Mental Save | 52 |
Defense: Resistances
Acid | + 30%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 48%( 70%) |
All | + 15%( 70%) |
Lightning | + 34%( 70%) |
Temporal | + 21%( 70%) |
Physical | + 16%( 70%) |
Mind | + 25%( 70%) |
Fire | + 33%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Bleed Resistance | 20% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: -6 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 542 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -6 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 495 damage for 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: -5 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 516 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -6 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 453 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
Psionic / Absorption | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Psionic / Kinetic mastery | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Poweroffaith | 1.20 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Augmentation |
talent | Skate |
talent | Charged Aura |
talent | Beyond the Flesh |
talent | Kinetic Shield |
talent | Kinetic Aura |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Aerosevea the giant fire ant. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Arorimina the white wolf. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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's current energy level is: 1. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed honey tree root. | 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 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 |
Equipment
Psionic focus | ![]() 5.0 T3 greatmaul 1H weapon [Random Unique] Arcane/Master Power 44.0 - 66.0 Physical Uses 125% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Con dps ---------- Phys.crit +10.0% Phys.pwr +9 (+2 eff.) Res.pen +9% physical Melee Ret 4 nature On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Resists +6% acid Disarm- +20% Massive two-handed mauls. |
Quiver | ![]() 3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 123% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- S.pwr/crit +2 Melee+ 5 cold 5 physical Dmg.mod +4% physical +5% cold Melee Ret 2 blight ----- def ----- Armour +9 Fatigue +3% Resists +6% nature +6% cold HP.reg +3.00 Disarm- +100% ---------- misc Stam/turn +1.30 Mana/turn +0.04 Vim/s.crit +2.00 Max.stam +15.00 Talents +5 Iron Grip Unarmed combat: Power 22.5 - 31.5 Physical Uses 42% Wil, 82% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +7 physical On Crit.r2 +8 ice +8 physical On Hit: 10% Ice Breath 3 On Hit: 10% Nightmare 3 On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% physical Acc +30 (+6 eff.) ----- def ----- Phys.save +3 (+1 eff.) ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Apr +4 Melee Ret 6 physical ----- def ----- Armour +4 Fatigue -2% Resists +7% lightning +7% temporal +6% cold Phys.save +7 (+2 eff.) HP.reg +4.00 Heal.mod +13% ---------- misc Max.enc +38 Stam/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +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 | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +11% cold +12% light +9% mind ----- def ----- Resists +1% physical +6% mind +22% cold Phys.save +9 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +4 Cun +2 Con dps ---------- Crit.mult +5.00% Res.pen +20% physical ----- def ----- Defense +8 (+2 eff.) Phys.save +18 (+5 eff.) Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +1.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +5% Crit.mult +28.00% Spell.pwr +11 (+4 eff.) Dmg.mod +6% temporal +5% darkness +8% blight +6% fire +5% light +6% physical Acc +7 (+1 eff.) Apr +12 ----- def ----- Resists +6% mind +3% fire Mind.save +3 (+1 eff.) Cut- +20% Amulets make your neck look great! |
In main hand | ![]() 5.0 T3 greatmaul 2H weapon [Ego++] Master Power 44.0 - 66.0 Physical Uses 125% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Res.pen +10% physical Acc +7 (+1 eff.) Apr +12 Massive two-handed mauls. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +6% lightning +18% fire ----- def ----- Resists +15% lightning +18% fire Phys.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 104% Wil Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +67 Melee+ +13 darkness Against +14% Living Uses 1.0 Steam While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +6 Res.pen +17% physical Acc +22 (+4 eff.) Apr +19 ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Mana/turn +0.12 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +7 Dex +4 Mag +4 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Defense +8 (+2 eff.) Resists +5% arcane Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Ego+] Nature While equipped: dps ---------- Melee Ret 30 physical ----- def ----- Armour +24 Defense +20 (+5 eff.) Fatigue +9% Resists +12% acid +5% cold HP.reg +4.70 ---------- misc Stam/turn +1.00 Breathe water A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown -1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 80%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown -1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 64%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown -1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 156% efficiency and cooldown mod of 65%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown -11 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 34 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown -10 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.4 steam per turn. Can be activated for an instant burst of 67 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown -9 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +1 Mag +3 Cun +4 Con +6 Lck dps ---------- S.pwr/crit +3 Mov.spd +10% Res.pen +10% nature +5% acid Acc +7 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Fatigue -4% Resists +6% nature Unseen.red 10% HP.reg +3.00 ---------- misc Stam/turn +0.40 Mana/turn +0.17 Max.mana +24.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +8 (+3 eff.) Mind.pwr +7 (+1 eff.) Dmg.mod +5% all Res.pen +15% lightning ----- def ----- Resists +24% acid +12% cold Rings make your fingers look great! |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 135% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 65.5 - 104.8 Physical Uses 125% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +31 (+6 eff.) Apr +21 Massive two-handed swords. |
![]() 3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 104% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+2 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Disrupt/Master Power 34.0 - 47.6 Physical Uses 104% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Against +23% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +2 Wil dps ---------- Res.pen +25% mind ----- def ----- Defense +10 (+3 eff.) Mind.save +6 (+2 eff.) Blunt and deadly. |
![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Nature/Psionic/Steamtech Power 13.5 - 20.2 Phys.bleed Uses 104% Wil Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil +4 Cun +2 Con dps ---------- Mind.pwr +5 (+1 eff.) On Melee Ret: * 12% chance to reduce armor by 32% ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +11% acid +12% nature +14% blight ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 whip 1H weapon [Unique] Nature Power 28.0 - 30.8 Physical Uses 104% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+2 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
![]() 4.0 T1 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +80.00 HP.reg +12.60 Heal.mod +17% ---------- misc Stam/turn +1.60 A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +3 Resists +3% temporal +3% cold Stealth +9 Die.at -80.00 life Silence- +20% Disarm- +10% Confus- +20% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego] Arcane/Nature While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Resists +10% lightning +10% temporal A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +3 Dex +2 Cun dps ---------- Spell.crit +3% S.pwr/crit +6 Melee+ 7 mind 7 acid Dmg.mod +6% mind +5% acid ----- def ----- Armour +2 Resists +6% mind +6% acid Phys.save +5 (+1 eff.) ---------- misc Max.vim +10.00 Cooldown Double Strike -1 Unarmed combat: Power 16.5 - 18.2 Physical Uses 42% Wil, 82% Cun Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +3 Crit +10.0% Atk.spd 100% On Crit.r2 +8 mind +7 acid On Hit: 20% Psychic Lobotomy 3 On Hit: 10% Corrosive Breath 3 On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +15.00 Unarmed combat: Power 24.5 - 27.0 Physical Uses 42% Wil, 82% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +10% acid +3% cold +3% fire +9% physical Melee Ret 4 fire ----- def ----- Defense +1 (+0 eff.) Resists +15% acid A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 2.5 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 93.58 to 280.73 lightning damage (187.15 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature 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 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 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. |
![]() 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 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(156 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Cun dps ---------- Dmg.mod +3% lightning +6% mind Res.pen +20% lightning Acc +4 (+0 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
![]() 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? |
Achievements
By Vicini the Lost God Mindslayer level 22
44th Dusk 122nd year of Ascendancy at 07:29 see stats
By Vicini the Lost God Mindslayer level 29
10th Haze 122nd year of Ascendancy at 20:15 see stats
By Vicini the Lost God Mindslayer level 10
9th Mirth 122nd year of Ascendancy at 22:03 see stats
By Vicini the Lost God Mindslayer level 20
27th Dusk 122nd year of Ascendancy at 04:10 see stats
By Vicini the Lost God Mindslayer level 25
3rd Haze 122nd year of Ascendancy at 01:34 see stats
By Vicini the Lost God Mindslayer level 19
26th Dusk 122nd year of Ascendancy at 16:05 see stats
By Vicini the Lost God Mindslayer level 6
6th Mirth 122nd year of Ascendancy at 10:28 see stats
By Vicini the Lost God Mindslayer level 12
1st Flare 122nd year of Ascendancy at 23:19 see stats
By Vicini the Lost God Mindslayer level 28
9th Haze 122nd year of Ascendancy at 17:27 see stats
Log
Today is the 18th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Today is the 19th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:25.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Today is the 20th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:41.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Today is the 21st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:58.
Today is the 22nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:01.
Today is the 23rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:18.
Today is the 24th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:35.
Today is the 25th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:38.
Today is the 26th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 09:28.
Today is the 27th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:31.
Today is the 28th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:48.
Today is the 29th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:05.
Today is the 30th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:55.