












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 37 / 54% |
Size | medium |
Lifes / Deaths | Killed by corrupted mastocytic feeder at level 14 on the 41st Haze 122nd year of Ascendancy at 21:16 1 / 7Killed by greater gwelgoroth at level 14 on the 64th Haze 122nd year of Ascendancy at 18:21 Killed by Ilor at level 15 on the 8th Decay 122nd year of Ascendancy at 03:47 Killed by saw horror at level 23 on the 73rd Dusk 123rd year of Ascendancy at 06:06 Killed by grave wight at level 23 on the 73rd Dusk 123rd year of Ascendancy at 17:44 Killed by elder vampire at level 33 on the 24th Regrowth 124th year of Ascendancy at 23:53 Killed by Salathra the dreaming horror at level 33 on the 25th Regrowth 124th year of Ascendancy at 00:11 |
Primary Stats
Strength | 30 (base 16) |
Dexterity | 82 (base 60) |
Constitution | 48 (base 33) |
Magic | 21 (base 10) |
Willpower | 13 (base 10) |
Cunning | 67 (base 51) |
Resources
Life | 984/984 |
Stamina | 196/196 |
Healing Factor | 1.5678383355187 |
Regeneration | 6.8984886762819 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -997 |
Infravision | 11 |
See Stealth | 69.104254324541 |
See Invisible | 79.104254324541 |
Stealth | 60 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 95 |
Accuracy | 70 |
Crit Chance | 55% |
APR | 42 |
Speed | 0.73 |
Offense: Offhand
Damage | 86 |
Accuracy | 70 |
Crit Chance | 60% |
APR | 43 |
Speed | 0.91 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Physical | +5% |
Nature | +40% |
Arcane | +5% |
Darkness | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +16% |
All | +6% |
Physical | +31% |
Darkness | +16% |
Nature | +26% |
Defense: Base
Armour (hardiness) | 29 (66.907551546746%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 24 |
Mental Save | 25 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 24%( 70%) |
All | + 22%( 70%) |
Lightning | + 24%( 70%) |
Light | + 38%( 70%) |
Darkness | + 34%( 70%) |
Nature | + 63%( 70%) |
Defense: Immunities
Pinning Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Stun Resistance | 10% |
Disarm Resistance | 28% |
Poison Resistance | 20% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 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 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Apply Poison |
talent | Trained Reactions |
talent | Stealth |
talent | Leeching Poison |
talent | Crippling Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by orc corruptor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Xamiwyn the ghoul. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Silywe the forest wight. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Constitution 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 29. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. * You've found the needed xorn fragment. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of bone giant dust. * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Mind.crit +3% Phys.pwr +5 (+2 eff.) Dmg.mod +6% nature Res.pen +20% nature Apr +11 Melee Ret 10 mind 6 lightning ----- def ----- Armour +5 ---------- misc Hate/m.crit +5.00 Max.hate +4.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 arrow ammo [Rare] Nature Power 19.5 - 27.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 15 Ranged+ +21 lightning +16 cold On Hit.r1 +20 mind On Crit.r2 +9 lightning +20 cold Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego++] Disrupt/Master While equipped: dps ---------- Res.pen +6% all Apr +5 ----- def ----- Resists +3% all Spell.save +5 (+2 eff.) ---------- misc Light +4 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 | ![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +10% acid On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +7 Fatigue +3% Resists +12% light +15% blight Spell.save +9 (+4 eff.) ---------- misc Infravis +3 A cap made of leather. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex +4 Mag dps ---------- Melee+ 10 acid Dmg.mod +7% acid +5% arcane Acc +17 (+5 eff.) ----- def ----- Armour +3 Resists +7% acid +3% blight Max.HP +60.00 HP.reg +4.00 Poison- +20% Stun/Frz- +10% Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +5 Crit +12.0% Atk.spd 100% Melee+ +13 arcane On Crit.r2 +10 acid +8 arcane On Hit: 10% Corrosive Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+5 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +9 Cun +5 Mag dps ---------- Spell.pwr +11 (+3 eff.) Melee+ 12 physical Ranged+ 12 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 19 On Hit (Ranged): * 14% chance to reduce all saves and defense by 19 ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +5.0% Res.pen +25% physical ----- def ----- Resists +5% arcane Max.HP +36.00 Disarm- +28% Pinning- +35% Knockbk- +35% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
In main hand | ![]() 3.0 T3 whip 1H weapon [Unique] Nature Power 28.0 - 30.8 Physical Uses 100% Dex 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 (+3 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Dex +4 Cun +5 Con +7 Lck dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Phys.save +8 (+4 eff.) Stealth +5 ---------- misc T.Disarm +11 Infravis +5 Size +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Ego++] Master Power 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Phys.spd +10% Acc +13 (+4 eff.) Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +6% Dmg.mod +9% darkness Res.pen +10% darkness ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +34% nature Melee Ret 2 arcane ----- def ----- Armour +14 Defense +20 (+5 eff.) Resists +3% lightning +9% light +3% cold +42% nature +15% all Heal.mod +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 202.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 87 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% lightning Melee Ret 10 lightning ----- def ----- Resists +24% acid +6% nature Blind- +22% ---------- misc Infravis +5 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +5 Wil ----- def ----- Resists +18% nature +18% blight Poison- +31% Disease- +22% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% light +12% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Mov.spd +16% Acc +7 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Blinding Speed: Puts all charms on 33 cooldown Level 4.5 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +12% cold +11% mind +4% all Melee Ret 4 cold ----- def ----- Defense +4 (+1 eff.) Resists +12% acid +12% cold +12% fire +11% mind +12% lightning Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +14 (+5 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +6 Dex +8 Mag +8 Wil +2 Cun +3 Con dps ---------- Spell.pwr +7 (+2 eff.) Res.pen +10% arcane Acc +8 (+2 eff.) Melee Ret 6 arcane ----- def ----- Spell.save +13 (+6 eff.) ---------- misc Max.stam +18.00 See.Invis +12 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +11% acid +20% fire +16% lightning +17% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +6% nature +7% blight HP.reg +3.00 Poison- +15% Disease- +15% Stun/Frz- +20% Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature Power 27.5 - 35.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +8 lightning +17 cold While equipped: Stats +8 Con +8 Wil dps ---------- Mov.spd +24% Res.pen +16% lightning +9% cold ----- def ----- Max.HP +41.00 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Disrupt/Master Power 30.5 - 39.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +16% 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: dps ---------- Res.pen +9% physical Acc +16 (+4 eff.) Apr +12 Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Arcane Power 45.0 - 67.5 Physical Uses 40% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +25% nature ----- def ----- Heal.mod +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +5 Wil +7 Cun +5 Lck dps ---------- Against +22% Summoned ----- def ----- D.Red.from +22% Summoned Stealth +9 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +7 (+4 eff.) ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +10% blight +7% cold +8% darkness +5% temporal Def/telep +12 Res/telep +12% Dur/telep +15% ---------- misc Light +4 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 28 blight damage or heals 42 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +7% light ----- def ----- Resists +7% temporal +10% darkness +7% cold Affinity +5% light Def/telep +13 Res/telep +12% Dur/telep +14% ---------- misc Light +5 Sun Flare: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 60.94 light damage. At talent level 3 you gain 13% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 17 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 8 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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 25 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 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Cun +1 Str ----- def ----- Resists +9% fire Heal.mod +5% Silence- +20% Knockbk- +20% ---------- misc See.Invis +6 Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ilor the Halfling Rogue level 29
23rd Haze 123rd year of Ascendancy at 08:51 see stats
By Ilor the Halfling Rogue level 35
56th Regrowth 124th year of Ascendancy at 07:38 see stats
By Ilor the Halfling Rogue level 28
2nd Haze 123rd year of Ascendancy at 20:13 see stats
By Ilor the Halfling Rogue level 36
28th Pyre 124th year of Ascendancy at 14:40 see stats
By Ilor the Halfling Rogue level 24
75th Dusk 123rd year of Ascendancy at 03:47 see stats
By Ilor the Halfling Rogue level 10
46th Dusk 122nd year of Ascendancy at 00:35 see stats
By Ilor the Halfling Rogue level 32
22nd Regrowth 124th year of Ascendancy at 09:15 see stats
By Ilor the Halfling Rogue level 21
7th Dusk 123rd year of Ascendancy at 05:41 see stats
By Ilor the Halfling Rogue level 18
62nd Regrowth 123rd year of Ascendancy at 13:17 see stats
By Ilor the Halfling Rogue level 20
72nd Regrowth 123rd year of Ascendancy at 07:48 see stats
By Ilor the Halfling Rogue level 35
6th Pyre 124th year of Ascendancy at 21:45 see stats
By Ilor the Halfling Rogue level 15
8th Decay 122nd year of Ascendancy at 03:47 see stats
By Ilor the Halfling Rogue level 21
12nd Pyre 123rd year of Ascendancy at 08:45 see stats
By Ilor the Halfling Rogue level 30
1st Allure 124th year of Ascendancy at 16:51 see stats
By Ilor the Halfling Rogue level 10
31st Dusk 122nd year of Ascendancy at 06:32 see stats
By Ilor the Halfling Rogue level 20
68th Regrowth 123rd year of Ascendancy at 19:54 see stats
By Ilor the Halfling Rogue level 30
77th Haze 123rd year of Ascendancy at 16:53 see stats
By Ilor the Halfling Rogue level 34
34th Regrowth 124th year of Ascendancy at 17:09 see stats
By Ilor the Halfling Rogue level 21
36th Pyre 123rd year of Ascendancy at 09:22 see stats
By Ilor the Halfling Rogue level 29
15th Haze 123rd year of Ascendancy at 00:05 see stats
By Ilor the Halfling Rogue level 29
75th Haze 123rd year of Ascendancy at 17:51 see stats
By Ilor the Halfling Rogue level 30
2nd Regrowth 124th year of Ascendancy at 17:31 see stats
By Ilor the Halfling Rogue level 35
13rd Pyre 124th year of Ascendancy at 14:29 see stats
By Ilor the Halfling Rogue level 14
41st Haze 122nd year of Ascendancy at 21:12 see stats
By Ilor the Halfling Rogue level 11
21st Haze 122nd year of Ascendancy at 19:05 see stats
By Ilor the Halfling Rogue level 18
56th Regrowth 123rd year of Ascendancy at 19:20 see stats
By Ilor the Halfling Rogue level 19
67th Regrowth 123rd year of Ascendancy at 11:45 see stats
By Ilor the Halfling Rogue level 33
24th Regrowth 124th year of Ascendancy at 08:31 see stats
By Ilor the Halfling Rogue level 26
79th Dusk 123rd year of Ascendancy at 06:04 see stats
By Ilor the Halfling Rogue level 33
25th Regrowth 124th year of Ascendancy at 00:11 see stats
By Ilor the Halfling Rogue level 27
2nd Haze 123rd year of Ascendancy at 14:45 see stats
Log
Ran for 8 turns (stop reason: hostile spotted to the southwest (Orcs patrol)).
Today is the 21st Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
Ran for 4 turns (stop reason: hostile spotted to the northwest (Orcs patrol)).
Today is the 22nd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Ran for 3 turns (stop reason: hostile spotted to the northwest (Orcs patrol)).
Today is the 23rd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Ran for 6 turns (stop reason: hostile spotted to the southwest (Orcs patrol)).
Today is the 24th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Today is the 25th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Today is the 26th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 27th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
Today is the 28th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Today is the 29th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Today is the 30th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
There is a Unremarkable cave here (press '' or right click to use).
Today is the 31st Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.
There is a ladder to worldmap here (press '' or right click to use).