Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Golem Can Pass 1.6.0Fixes an apparent bug in game releases 1.6.0 thru 1.7.6, restoring the ability of Alchemist golems (and other NPCs) to displace and push past non-hostile NPCs. [NOTE: We anticipate/hope that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Rise of the Ooze 1.7.4Adds Oozewalkers, antimagic powered undead who are incapable of using infusions but gain powerful racial talents. They also begin in a new starting town (shared with Oozemancers). Full Details: Reward from Storming the City with the Oozing Cradle: 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 Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. Smarter Rest 1.7.6智能休息: Rest becomes smarter: Runed Shields 1.7.4Adds the 'Runed Shield' ego for shields, which grants a chance to cast spells on block. This can only trigger once per turn. Buy Survival category in Last Hope 1.7.4Lets you buy Cunning/Survival at the weapon shops in Last Hope. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Exotic Weapons Highest Stat Only 1.7.0Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each. 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.
Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Shorter East 1.7.4Based on "Shorter Dungeons Redux", this simply removes 1 floor from Rak'shor and Grushnak prides, 2 floors from Gorbat and Vor, and 5 floors from Highpeak, without changing the exp gains or anything else. Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.6Donators/Buyers bonus! Necro Escort 1.7.2Adds a necromancer escort. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Greenwatch 1.7.4Two new Wilder subclasses emerge: the Woods Walker and the Anamage. --== Woods Walker ==-- Favored by wood, wind, and earth, the Woods Walker is most at home wandering the fields and forests of Maj'Eyal. While the Woods Walker brings both archery and mindstar options to the mix, their primary strength lies in their connection to Nature. Class Talent Trees: Generic Talent Trees: --== Anamage ==-- A curious case, the Anamage was once an arcane user, but has experienced a dramatic shift, coming to belief that all magic began with Nature and must be returned to her. The Anamage starts as a follower of Zigur, having fervently sworn off the arcane. Class Talent Trees: Generic Talent Trees: Enjoy! -Mister Vimes Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Naloren pack no NPC psions 1.7.0Prevents the psion class from nsrr's Naloren pack from spawning on enemies (on my last characters half of all rares that were a threat to me were psions) 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 Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Anteroom at lvl 25 1.7.4All this addon does is make Anteroom of Agony not abduct you before lvl 25. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Anamage |
Level / Exp | 22 / 74% |
Size | medium |
Lifes / Deaths | Killed by Ikndaxe the dwarf at level 20 on the 49th Haze 122nd year of Ascendancy at 02:56 3 / 2Killed by Adowe the broken golem at level 22 on the 5th Regrowth 123rd year of Ascendancy at 13:00 |
Antimagic | Follower |
Primary Stats
Strength | 11 (base 9) |
Dexterity | 13 (base 10) |
Constitution | 11 (base 9) |
Magic | 58 (base 47) |
Willpower | 72 (base 51) |
Cunning | 25 (base 15) |
Resources
Life | 482/482 |
Equilibrium | 35 |
Psi | 162/162 |
Healing Factor | 1.3997162075846 |
Regeneration | 13.909862157593 |
Speed
Mental | +5% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 26.446758763835 |
See Invisible | 35.446758763835 |
Offense: Mainhand
Damage | 39 |
Accuracy | 21 |
Crit Chance | 15% |
APR | 0 |
Speed | 0.95 |
Offense: Offhand
Damage | 16 |
Accuracy | 47 |
Crit Chance | 18% |
APR | 18 |
Speed | 0.95 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +52% |
Light | +15% |
Cold | +17% |
Blight | +3% |
Physical | +45% |
Fire | +44% |
All | 0% |
Offense: Damage Penetration
Physical | +21% |
Arcane | +5% |
Defense: Base
Armour (hardiness) | 9 (35.65183292883%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 35 |
Mental Save | 31 |
Defense: Resistances
Blight | + 15%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 30%( 70%) |
All | + 9%( 70%) |
Lightning | + 37%( 70%) |
Temporal | + 17%( 70%) |
Physical | + 18%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 39%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 17% |
Poison Resistance | 28% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 333 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Blood of the Vine | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Acts of Nature | 1.41 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Wild-gift / Bones of the Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Favor of the Earth | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Favor of the Wind | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Catastrophe | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Hermetecism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Redemption of Magic | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shielding Staff |
talent | Natural Disaster |
beneficial effect | Your mindstar(s) are attuned as follows: Attune MinstarKinetic Focus (6-6 power, 18 apr, physical damage): Not attunable |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the desperate necromancer to the recall portal on level 2 of Old Forest. Escort: desperate necromancer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Endless Endurance (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed black mamba head. * You've found the needed pouch of luminous horror dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | pair of hardened leather boots 'Dawnriver' (0 def, 3 armour) pair of hardened leather boots 'Dawnriver' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% light +18% fire ----- def ----- Armour +3 Fatigue -6% Resists +6% nature Phys.save +8 (+4 eff.) ---------- misc Max.enc +29 Light +3 A pair of boots made of leather. |
Light source | brass lantern 'Thunderlore' brass lantern 'Thunderlore'2.0 T1 lite [Rare] Master While equipped: Stats +1 Wil dps ---------- Spell.crit +3% Dmg.mod +12% lightning Res.pen +5% arcane ----- def ----- Spell.save +3 (+2 eff.) ---------- misc Mana/turn +0.04 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Bagandur the cashmere wizard hat (2 def, 0 armour) Bagandur the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +8% fire +9% temporal +14% cold Heal.mod +15% Confus- +10% Stun/Frz- +20% A pointy cloth hat, very wizardly... |
On hands | hardened leather gloves 'Xarewyn' (0 def, 2 armour) hardened leather gloves 'Xarewyn' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Str +3 Dex +5 Wil +4 Cun +2 Con dps ---------- Dmg.mod +6% physical Res.pen +15% physical Acc +15 (+7 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Glithra [power 190] (13 cooldown) Glithra [power 190] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +5 (+3 eff.) Resists +6% darkness +15% fire Heal.mod +20% Disease- +20% Knockbk- +20% Blast the opponent's mind dealing 190 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Tempestborn Tempestborn0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +5 Wil dps ---------- Mind.crit +5% Dmg.mod +9% lightning +12% physical Melee Ret 6 lightning ----- def ----- Phys.save +6 (+3 eff.) Mind.save +10 (+5 eff.) Rings make your fingers look great! |
On fingers | Ashfear the gold ring Ashfear the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Phys.crit +7.0% Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Dmg.mod +9% fire ----- def ----- Resists +7% nature +7% blight Poison- +18% Disease- +14% Rings make your fingers look great! |
Around neck | copper amulet of mastery (0.11 Wild-gift / Acts of Nature) copper amulet of mastery (0.11 Wild-gift / Acts of Nature)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Wild-gift/Acts of Nature Amulets make your neck look great! |
In main hand | Apprentice Staff (reclaimed) Apprentice Staff (reclaimed)5.0 T1 staff 1H weapon [Unique] Nature/Disrupt Power 10.0 - 12.0 Physical Uses 100% Mag Mastery Reclaim Staff Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +10% lightning +10% physical +10% fire +10% cold ----- def ----- Resists +10% lightning +10% fire +10% arcane +10% cold A staff that has been carefully constructed for novices of the Art. This staff has now been reclaimed for Nature, and will no longer serve arcane purposes. |
Around waist | Adedhera Adedhera1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% blight Melee Ret 6 blight ----- def ----- Defense +20 (+9 eff.) Resists +5% arcane Phys.save +7 (+3 eff.) Spell.save +3 (+2 eff.) Poison- +10% A belt that goes around your waist. |
In off hand | Kinetic Focus (6-6 power, 18 apr, physical damage) Kinetic Focus (6-6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Cloak | Aerilaith the linen cloak (1 def, 4 armour) Aerilaith the linen cloak (1 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Mag dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue -3% Crit.chn- 15.00% ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | focusing woollen robe of lightning (+21%) (0 def, 0 armour) focusing woollen robe of lightning (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +14% lightning ----- def ----- Resists +21% lightning +9% all ---------- misc Mana/turn +0.12 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the warrior (die at -146; dur 6; cd 30) heroism infusion of the warrior (die at -146; dur 6; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -146 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 146 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -332; dur 6; cd 26) heroism infusion of the warrior (die at -332; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -332 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 332 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 433%; cd 8) movement infusion of the warrior (speed 433%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 433% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; mental; dur 4; cd 10) wild infusion (res 16%; mental; dur 4; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 20%; magical; dur 2; cd 12) wild infusion of the sneak (res 20%; magical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous 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 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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... |
cleansing copper amulet of cunning (+3) cleansing copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun ----- def ----- Resists +11% nature +12% blight Poison- +22% Disease- +21% Amulets make your neck look great! |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
mule's gold ring of corrosion (+20%) mule's gold ring of corrosion (+20%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Fatigue -7% Resists +20% acid ---------- misc Max.enc +22 Rings make your fingers look great! |
psionicist's steel ring of lightning (+20%) psionicist's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +6 (+3 eff.) Rings make your fingers look great! |
treant's gold ring treant's gold ring0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% nature +5% blight Poison- +15% Disease- +11% Rings make your fingers look great! |
Serpent's Glare (7-7 power, 15 apr, nature damage) Serpent's Glare (7-7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 111.21 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Silowyn the vined mindstar (5-5 power, 18 apr, mind damage) Silowyn the vined mindstar (5-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Phasing +10% On Hit.r1 +4 physical While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +11.00% Phys.pwr +20 (+10 eff.) Mind.pwr +4 (+1 eff.) Apr +3 On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +2 Resists +3% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar 'Murkravage' (3-3 power, 12 apr, nature damage) mossy mindstar 'Murkravage' (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +12 darkness On Crit.r2 +4 lightning While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 5 mind 4 darkness Dmg.mod +4% mind +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Crit.chn- 15.00% ---------- misc Light +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
iron ritual blade of illumination (10-13 power, 5 apr) iron ritual blade of illumination (10-13 power, 5 apr)1.0 T1 ritual blade 1H weapon [Ego] Nature Power 10.0 - 13.0 Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR (max 50%) Apr +5 Crit +2.0% Atk.spd 100% Melee+ +4 blinding light While equipped: dps ---------- Spell.crit +2% ----- def ----- Defense +5 (+3 eff.) ---------- misc Light +3 Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 76.94 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Sharp, short and deadly. |
Festerseam (reclaimed) Festerseam (reclaimed)5.0 T3 staff 1H weapon [Rare] Nature/Disrupt/Master Power 27.0 - 32.4 Physical Uses 80% Mag Mastery Reclaim Staff Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun +1 Wil dps ---------- Spell.crit +12% Crit.mult +15.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold +15% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Crit.chn- 15.00% ---------- misc Light +2 Staves designed for wielders of magic, by the greats of the art. This staff has now been reclaimed for Nature, and will no longer serve arcane purposes. |
rough leather belt of burglary rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +6 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
Aeryrab the Gleamreek (1 def, 6 armour) Aeryrab the Gleamreek (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 6 light On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold +5% arcane +3% nature ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustrenail (1 def, 0 armour) Lustrenail (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +10% arcane Melee Ret 6 light ----- def ----- Defense +1 (+1 eff.) Resists +3% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Mayoth' (3 def, 2 armour) linen robe 'Mayoth' (3 def, 2 armour)2.0 T1 cloth armor [Rare] Master While equipped: Stats +4 Str +1 Mag +4 Cun +2 Con ----- def ----- Armour +2 Defense +3 (+2 eff.) Resists +7% all Crit.chn- 10.00% Phys.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 32% (based on Cunning). Uses 42 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Isiriada the pair of dwarven-steel boots (0 def, 4 armour) Isiriada the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Phys.pwr +5 (+3 eff.) Res.pen +8% physical On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Armour +4 Fatigue +3% Resists +6% darkness +2% physical Silence- +20% Disarm- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Naloren Cap (0 def, 0 armour) Naloren Cap (0 def, 0 armour)2.0 T1 head armor [Unique] Master While equipped: ---------- misc Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
Pusonslaught the hardened leather cap (0 def, 3 armour) Pusonslaught the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +10% nature ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +5% cold ---------- misc Hate/m.crit +3.00 Light +3 A cap made of leather. |
dwarven-steel helm 'Nagahir' (7 def, 8 armour) dwarven-steel helm 'Nagahir' (7 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Cun dps ---------- Acc +5 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +7 (+4 eff.) Fatigue +4% Resists +6% temporal +4% physical Spell.save +3 (+2 eff.) Max.HP +20.00 Disarm- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of nature (+15%) (1 def, 0 armour) linen wizard hat of nature (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Defense +1 (+1 eff.) Resists +15% nature A pointy cloth hat, very wizardly... |
6 agate 6 agate0.0 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. |
125 alchemist agate 125 alchemist agate0.0 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. |
4 onyx 4 onyx0.0 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. |
3 aquamarine 3 aquamarine0.0 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. |
5 opal 5 opal0.0 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. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Glorygamina the dwarven-steel pickaxe (dig speed 23 turns) Glorygamina the dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +6 Resists +6% lightning +3% temporal Phys.save +12 (+6 eff.) Die.at -40.00 life Stun/Frz- +20% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.0 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. |
5 spinel 5 spinel0.0 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. |
Unruthel Unruthel1.0 T3 lite [Rare] Master While equipped: Stats +7 Cun +3 Wil dps ---------- Mind.crit +2% Res.pen +15% mind ---------- misc Hate/m.crit +2.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Oozeviper' brass lantern 'Oozeviper'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +12% nature Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Max.HP +40.00 ---------- 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
dwarven-steel torque of psionic shield [power 69] (21 cooldown) dwarven-steel torque of psionic shield [power 69] (21 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
7 amethyst 7 amethyst0.0 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. |
2 quartz 2 quartz0.0 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. |
5 ametrine 5 ametrine0.0 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. |
5 citrine 5 citrine0.0 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. |
4 zircon 4 zircon0.0 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 Gaia the Cornac Anamage level 20
38th Haze 122nd year of Ascendancy at 02:12 see stats
By Gaia the Cornac Anamage level 14
58th Dusk 122nd year of Ascendancy at 09:44 see stats
By Gaia the Cornac Anamage level 21
51st Haze 122nd year of Ascendancy at 06:43 see stats
By Gaia the Cornac Anamage level 10
6th Flare 122nd year of Ascendancy at 13:58 see stats
By Gaia the Cornac Anamage level 20
24th Haze 122nd year of Ascendancy at 04:45 see stats
By Gaia the Cornac Anamage level 22
1st Allure 123rd year of Ascendancy at 18:48 see stats
By Gaia the Cornac Anamage level 11
40th Dusk 122nd year of Ascendancy at 09:56 see stats
By Gaia the Cornac Anamage level 17
16th Haze 122nd year of Ascendancy at 18:56 see stats
By Gaia the Cornac Anamage level 22
7th Allure 123rd year of Ascendancy at 23:58 see stats
By Gaia the Cornac Anamage level 19
19th Haze 122nd year of Ascendancy at 20:31 see stats
Log
There is a Zigur (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Today is the 42nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:20.
Today is the 43rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
Today is the 44th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:25.
Today is the 45th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
There is a Passageway into the Daikara here (press '' or right click to use).