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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.0Donators/Buyers bonus! 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.
Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Sawbutcher |
| Level / Exp | 18 / 61% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 73 (base 45) |
| Dexterity | 14 (base 10) |
| Constitution | 31 (base 11) |
| Magic | 11 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 46 (base 37) |
Resources
| Life | 495/495 |
| Steam | 100/100 |
| Healing Factor | 1.5162957166077 |
| Regeneration | 14.400981025501 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 8 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 46 |
| Crit Chance | 13% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 46 |
| Crit Chance | 12% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +12% |
| Mind | +6% |
| Light | +25% |
| Temporal | +3% |
| Blight | +3% |
| Arcane | +9% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Mind | +10% |
| Cold | +25% |
Defense: Base
| Armour (hardiness) | 40.317011280365 (92.903125182002%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 38 |
| Physical Save | 40 |
| Spell Save | 7 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 63%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 40%( 70%) |
| Mind | + 14%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Disarm Resistance | 26% |
| Pinning Resistance | 70% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.8 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 180 life over 5 turns. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.41 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Grinding Shield |
| talent | Overheat Saws |
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 repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed warg claw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 within8 lumberjacks have died. | done |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour) 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% other ------- Talents +1 Rocket Boots These boots have a 10% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (54 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (93 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Borehek (10 def, 3 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 16% defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +1% Physical save +11 (+3 eff.) Blind Resist +20% Knockbk Resist +10% other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 A hat made of leather. Very stylish. |
| On hands | radiant dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 5 light Damage +4% light defense ------ Armor +2 Fatigue +3% Resistance +5% light Unarmed combat: Weapon Damage 21.5 - 30.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 20% Searing Light level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Grineblek [power 25] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% blight +3% temporal +9% arcane When Hit 4 arcane On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 defense ------ Resistance +5% arcane Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Snowsweeper the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +12% cold Ignore resists +10% mind +25% cold defense ------ Resistance +33% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max psi +10.00 Rings make your fingers look great! |
| On fingers | steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ On-Hit 10 light On-Ranged-Hit 14 light Damage +11% light Rings make your fingers look great! |
| Around neck | insulating copper amulet of mastery (0.11 Steamtech / Sawmaiming)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +13% fire +12% cold other ------- Masteries +0.11 Steamtech/Sawmaiming Amulets make your neck look great! |
| In main hand | balanced steel steamsaw of lightning resistance (+15%) (15-22 power, 0 apr) 3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Master/Steamtech Weapon Damage 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 On Hit: * splashes acid on your target dealing 32 damage and reducing their armor Uses 1.0 Steam While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +6% Resistance +15% lightning Disarm Resist +26% other ------- 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! |
| Around waist | Rotnoon1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% mind On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Armor +2 Defense +15 (+5 eff.) Physical save +3 (+1 eff.) Life Regen +0.90 Healmod +10% other ------- Stamina/turn +1.00 A belt that goes around your waist. |
| In off hand | Xerima the iron steamsaw (17-26 power, 0 apr) 3.0 Encumbrance T1 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 On Hit: * splashes acid on your target dealing 24 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +2 Cun offense ------ Critical power +20.00% Ignore resists +10% arcane Ignore Shields +10% defense ------ Armor +2 Defense +2 (+0 eff.) Fatigue +4% other ------- Infravision +3 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! |
| Cloak | Cloak of Daggers (10 def, 0 armour) 2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+2 eff.) defense ------ Defense +10 (+3 eff.) Resistance +5% nature +5% cold Physical save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 109 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
| Main armor | Relgidraldir (33 def, 12 armour) 14.0 Encumbrance T3 heavy armor [Random Unique] Nature/Psionic While equipped: defense ------ Armor +12 Hardiness +20% Defense +33 (+10 eff.) Fatigue +16% Resistance +9% acid +10% cold +7% mind Mind save +13 (+6 eff.) Life +26.00 Life Regen +5.00 Healmod +10% other ------- Stamina/turn +2.00 Breathe water A suit of armour made of mail. |
Inventory
medical injector implant of the wizard (efficiency 127% / cooldown 72%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 72%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 167; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 167 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 21%; magical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
stabilizing steel amulet of constitution (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +12% temporal Pinning Resist +21% Knockbk Resist +20% Amulets make your neck look great! |
Horoddarek the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +2 Mag offense ------ Mind Crit +3% Mindpower +10 (+5 eff.) Damage +6% acid Ignore resists +5% mind defense ------ Life +22.00 Disarm Resist +24% Pinning Resist +21% Knockbk Resist +22% Rings make your fingers look great! |
mule's copper ring of the mind (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: offense ------ Damage +11% mind defense ------ Fatigue -4% Resistance +11% mind other ------- Encumbrance +21 Rings make your fingers look great! |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+7 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 60.28 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% (121). 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. |
Bregirak the Shockjeer (23-32 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 light Damage Against +7% Undead On Hit: * 20% chance to reduce all saves and defense by 15 While equipped: offense ------ Ignore resists +5% physical Accuracy +7 (+3 eff.) Ignore Armor +7 Sharp, long, and deadly. |
Ichorbliss the steel dagger (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Master/Psionic Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 mind +7 darkness Damage Against +9% Living On Hit: * 12% chance to reduce all saves and defense by 15 While equipped: Stats +2 Wil +2 Cun +3 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +6% physical On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal Disarm Resist +11% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sharp, short and deadly. |
Boryderach (10-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Weapon Damage 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 On-hit +4 acid On-Hit, radius 1 +6 fire Uses 1.0 Steam While equipped: Stats +2 Mag +4 Con offense ------ Damage +3% acid defense ------ Armor +2 Defense +2 (+0 eff.) Fatigue +4% Resistance +6% acid other ------- EQ when Hit +0.04 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! |
iron steamsaw (11-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+0 eff.) Fatigue +4% other ------- 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! |
iron steamsaw (10-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +9 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+0 eff.) Fatigue +4% other ------- 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! |
thought-forged iron steamsaw (9-14 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego] Psionic/Steamtech Weapon Damage 9.0 - 13.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +9 On-hit +5 mind On Hit: * 10% chance to reduce all saves and defense by 15 Uses 1.0 Steam While equipped: Stats +1 Cun +2 Wil defense ------ Armor +2 Defense +2 (+0 eff.) Fatigue +4% other ------- 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! |
steel steamsaw of lightning resistance (+15%) (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Master/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +15% lightning other ------- 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! |
steel steamsaw of purity (12-19 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Nature/Steamtech Weapon Damage 12.5 - 18.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +11% nature +11% blight other ------- 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! |
Lustretorrent (12 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Damage +3% light defense ------ Armor +4 Defense +12 (+4 eff.) Fatigue +12% Resistance +17% acid +6% mind +3% lightning Spell save +3 (+3 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
Aereda the iron plate armour (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Rare] Master While equipped: defense ------ Armor +7 Fatigue +22% Resistance +16% cold Poison Resist +20% Silence Resist +10% Pinning Resist +10% other ------- Hate-on-crit +1.00 A suit of armour made of metal plates. |
impenetrable iron plate armour (0 def, 12 armour)17.0 Encumbrance T1 massive armor [Ego] Master While equipped: defense ------ Armor +12 Fatigue +22% A suit of armour made of metal plates. |
Blindpanic the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Con offense ------ Physical Power +13 (+4 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 13% defense ------ Defense +25 (+8 eff.) Spell save +6 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +5% blight +5% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Grinezor (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+1 eff.) defense ------ Armor +2 Defense +1 (+0 eff.) Fatigue -3% Resistance +6% acid +3% nature +3% mind Cut Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blazebrawn' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% lightning +3% cold When Hit 4 lightning defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +15% cold +9% mind +0% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhibers the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Mag +1 Con defense ------ Armor +1 Resistance +6% blight +5% arcane +9% acid Life Regen +3.00 Healmod +11% A pair of boots made of leather. |
Deepsstriker (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Damage +3% darkness When Hit 6 fire On-Hit (Melee): * 10% chance to reduce damage dealt by 13% defense ------ Armor +3 Fatigue +2% Life Regen +1.00 Healmod +12% other ------- Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -2% Physical save +5 (+1 eff.) other ------- Encumbrance +20 Stamina/turn +0.30 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
temporal rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 temporal On-Ranged-Hit 5 temporal Damage +3% temporal Accuracy +10 (+4 eff.) defense ------ Armor +1 Resistance +6% temporal Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+4 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 11.0 - 15.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Toruromigrim the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Str offense ------ Damage +3% physical Ignore Armor +3 defense ------ Defense +1 (+0 eff.) Resistance +5% arcane Life +20.00 other ------- EQ when Hit +1.00 Psi when Hit +0.90 Hate when Hit +0.90 A pointy cloth hat, very wizardly... |
cleansing rough leather hat of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Resistance +6% nature +5% blight A hat made of leather. Very stylish. |
Balidor (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +3 Con offense ------ Damage +3% acid Ignore Armor +1 defense ------ Armor +5 Fatigue +5% Resistance +6% acid other ------- Max stamina +30.00 Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of the depths (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% fire +5% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 Encumbrance 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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
231 alchemist agate0.0 Encumbrance 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. |
Mayoletta the brass lantern2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Critical power +5.00% Ignore Armor +4 defense ------ Defense +15 (+5 eff.) Resistance +3% all Physical save +9 (+3 eff.) Spell save +6 (+6 eff.) other ------- 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
brass lantern 'Arodawe'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Cun +1 Wil offense ------ Mind Crit +1% Ignore resists +5% acid When Hit 6 mind On-Hit (Melee): * 10% chance to reduce armor by 16% defense ------ Resistance +9% acid Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +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. |
bright brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +5 (+2 eff.) other ------- Light +5 See Stealth +6 See Invisibility +5 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. |
scorching brass lantern of focus2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind When Hit 11 fire defense ------ Resistance +5% fire other ------- 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. |
Automated Portable Extractor0.0 Encumbrance 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. |
simple frost salve [power 18] simple frost salve [power 18]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 50% cooldown modifier. Remove 1 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 223] simple healing salve [power 223]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 50% cooldown modifier. Heal 223 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Keka_5 the Cornac Sawbutcher level 18
39th Dusk 122nd year of Ascendancy at 16:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Keka_5 the Cornac Sawbutcher level 10
6th Mirth 122nd year of Ascendancy at 04:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Keka_5 the Cornac Sawbutcher level 7
78th Pyre 122nd year of Ascendancy at 10:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Keka_5 the Cornac Sawbutcher level 16
5th Dusk 122nd year of Ascendancy at 19:36 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Keka_5 the Cornac Sawbutcher level 16
10th Flare 122nd year of Ascendancy at 20:38 see stats
Log
You carefully get away without making a sound.
Today is the 45th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Today is the 46th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
Today is the 47th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 48th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Today is the 49th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Ran for 2 turns (stop reason: interesting terrain).
Today is the 50th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Today is the 51st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
Today is the 52nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Today is the 53rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
Today is the 54th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 55th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 56th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Today is the 57th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Today is the 58th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Today is the 59th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:18.
Today is the 60th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
Today is the 61st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 62nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
Today is the 63rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:30.
Today is the 64th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Ran for 2 turns (stop reason: interesting character).
Saving game...
Saving done.





















































































