











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 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:
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 Class: Corrupted Summoner 1.7.6Notice: This addon requires Ashes of Urh'Rok DLC. Class talents: Generic talents: Additionally you can summon some unique demons that you have defeated. All new icons were made by https://game-icons.net/ . Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Corrupted Summoner |
| Level / Exp | 20 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Aducanto the human at level 20 on the 62nd Haze 122nd year of Ascendancy at 01:11 4 / 1 |
Primary Stats
| Strength | 25 (base 21) |
| Dexterity | 19 (base 10) |
| Constitution | 44 (base 24) |
| Magic | 73 (base 46) |
| Willpower | 25 (base 10) |
| Cunning | 26 (base 17) |
Resources
| Life | 588/588 |
| Vim | 219/219 |
| Healing Factor | 1.3455007465519 |
| Regeneration | 0.33637518663798 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 10 |
| See Stealth | 40.602579952692 |
| See Invisible | 41.602579952692 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 20 |
| Crit Chance | 7% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +17% |
| Darkness | +10% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Cold | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 27 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Light | + 39%( 70%) |
| Nature | + 19%( 70%) |
| Blight | + 3%( 70%) |
| Cold | + 9%( 70%) |
| Fire | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 20% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 157 life over 5 turns. Its effects scale with your Willpower 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 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Summoning Demons (Advanced) | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Melee Demons | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Greater Demons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Summoning Demons (Augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Distance Demons | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Demi-Demon | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Master of Demons |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed chunk of ghoul flesh. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of wight ectoplasm. | active |
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 | Poxpain the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% darkness Melee Ret 2 nature ----- def ----- Armour +3 Fatigue -3% Resists +3% acid +3% blight +6% nature +3% light Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial =op=1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Frigidwisp (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +5 Wil dps ---------- Res.pen +5% cold ----- def ----- Defense +1 (+0 eff.) Resists +5% fire +9% cold ---------- misc Infravis +3 A pointy cloth hat, very wizardly... |
| Tool | iron torque of mindblast [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 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 | Breezewish0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% nature On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Resists +3% nature +6% light Blind- +22% ---------- misc Light +1 Infravis +4 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
| On fingers | steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+4 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | Mighty Girdle =op=1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | cruel elm vilestaff of illumination (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 105.10 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour) =op=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 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Main armor | rough leather armour of the hero (3 def, 2 armour)9.0 T1 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +3 Cun ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +31.00 A suit of armour made of leather. |
| Cloak | Naturebiter the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil +1 Cun dps ---------- Res.pen +15% nature ----- def ----- Defense +1 (+0 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs =op=0.1 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... |
Inventory
Rune of the Rift (250.00 temporal damage, removed from time 4 turns)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 250.00 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. |
Mirror Image Rune (dur 6; cd 24) =op=0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 45; cd 16)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 45 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 188; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 188 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings make your fingers look great! |
mule's steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Fatigue -5% Resists +22% light ---------- misc Max.enc +22 Rings make your fingers look great! |
steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
elm starstaff 'Burnbone' (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal Res.pen +15% cold +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Abyssraider the ash magestaff (15-18 power, 3 apr, fire element) =op=5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +6 (+2 eff.) Dmg.mod +24% fire Res.pen +10% blight +10% fire ----- def ----- Resists +3% fire ---------- misc Mana/turn +0.12 Max.mana +46.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+7 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
surging yew starstaff of greater warding (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) S.pwr/crit +5 Dmg.mod +20% darkness ----- def ----- Armour +6 Defense +8 (+4 eff.) ---------- misc Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Galusin the Starvault (30-44 power, 2 apr) =op=3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 29.5 - 44.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 blight On Hit.r1 +4 light On Crit.r2 +4 light On Hit: 20% Epidemic 2 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 23 * 25% chance for lightning to strike from the target to a second target dealing 78 damage While equipped: dps ---------- Melee Ret 4 light ----- def ----- Disease- +15% Pinning- +20% Teleport- +20% Massive two-handed battleaxes. |
Offalcrack the steel greatsword (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +16 cold While equipped: Stats +2 Dex +2 Mag ----- def ----- Resists +12% nature ---------- misc Psi/ret +0.12 See.Invis +9 Massive two-handed swords. |
Spectral Blade (26-42 power, 25 apr) =op=0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Tarrerak the Glintwend (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 light +8 lightning Against +11% Undead On Hit.r1 +20 light On Hit: * Create an explosion dealing 78 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +8% fire Res.pen +5% fire Acc +7 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +30% ---------- misc Light +3 Sharp, long, and deadly. |
Lisowe the steel mace (13-18 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 temporal While equipped: dps ---------- Dmg.mod +6% acid Res.pen +15% acid +25% mind Melee Ret 6 acid ----- def ----- Resists +6% acid +7% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Blunt and deadly. |
elemental steel mace of crippling (13-18 power, 3 apr)3.0 T2 mace 1H weapon [Ego++] Arcane/Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 78 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +5% acid Res.pen +9% acid Blunt and deadly. |
Isaralaith the Torchmoon (38-52 power, 5 apr) =op=3.0 T4 mace 1H weapon Reqs Str 35 [Rare] Arcane Power 37.5 - 52.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +12 fire While equipped: Stats +3 Wil +3 Cun +1 Con dps ---------- Dmg.mod +6% fire On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +6% fire Blunt and deadly. |
Skullcleaver (20-28 power, 4 apr) =op=3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Rainpain (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 temporal +8 nature On Hit: * 10% chance to reduce armor by 33% While equipped: dps ---------- Res.pen +10% temporal Acc +8 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +12% acid Disarm- +26% Def/telep +10 Res/telep +10% Dur/telep +10% One-handed war axes. |
Unerring Scalpel (15-20 power, 25 apr) =op=1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Serpent's Glare (7-8 power, 15 apr, nature damage) =op=3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades 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 (+2 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 146.49 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
exposing steel shield of lightning resistance (+17%) (0 def, 4 armour, 17-20 power, 38 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master/Psionic When used to Attack: Power 17.0 - 20.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: dps ---------- On Hit (Melee): * 5% chance to reduce all saves and defense by 19 On Melee Ret: * 15% chance to reduce all saves and defense by 19 ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Silyra the Flashidol (0 def, 0 armour) =op=2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +2 Dex +4 Mag +5 Wil dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +33% lightning Acc +5 (+2 eff.) ----- def ----- Resists +36% lightning +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +15 (+5 eff.) Dmg.mod +6% temporal +5% arcane +10% all ----- def ----- Resists +11% all ---------- misc Max.mana +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
volcanic cured leather armour of Eyal (6 def, 11 armour)9.0 T2 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 5 fire ----- def ----- Armour +11 Defense +6 (+3 eff.) Fatigue +7% Resists +12% fire +10% physical Max.HP +25.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of leather. |
Dairigar (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: Stats +3 Str +5 Dex +2 Mag +3 Con ----- def ----- Armour +9 Fatigue +22% Resists +9% lightning Die.at -80.00 life Max.HP +45.00 Pinning- +20% A suit of armour made of metal plates. |
Murkbone of the Blightspawn (0 def, 14 armour) =op=17.0 T2 massive armor Reqs Massive armour training Str 28 [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Con dps ---------- On Melee Ret: * 22% chance to reduce strength, dexterity, and constitution by 23 * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +14 Fatigue +18% Resists +12% light +12% darkness Phys.save +7 (+3 eff.) Max.HP +40.00 ---------- misc Light +3 Infravis +3 See.Invis +3 A suit of armour made of metal plates. |
Areganne the rough leather belt =op=1.0 T1 belt armor [Random Unique] Arcane/Master While equipped: Stats +12 Mag +7 Wil dps ---------- Spell.crit +4% S.pwr/crit +6 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Defense +11 (+5 eff.) Resists +3% temporal Phys.save +3 (+1 eff.) Stealth +6 ---------- misc Mana/turn +0.16 Max.mana +26.00 A belt that goes around your waist. |
Gadin the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- S.pwr/crit +8 ----- def ----- Resists +13% lightning +9% temporal +6% nature +6% fire A belt that goes around your waist. |
Kilnoath the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane +9% cold Melee Ret 2 temporal 8 fire ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Spellhunt Remnants (1 def, 2 armour) =op=1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Alokath the Galequeller (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +20% lightning Melee Ret 2 lightning ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal +11% light +11% darkness Def/telep +5 Res/telep +5% Dur/telep +5% A cap made of leather. |
Xaremina (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +7% acid +8% lightning +6% blight +5% cold +8% arcane +6% fire Res.pen +15% blight ----- def ----- Defense +2 (+1 eff.) Resists +12% blight +5% arcane +6% mind A pointy cloth hat, very wizardly... |
5 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. |
8 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
13 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. |
7 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. |
4 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. |
3 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. |
3 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 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
Axe of Fluffy Evil =op= Axe of Fluffy Evil =op=4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 43 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Scumresolve (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Fatigue -5% Resists +3% acid +9% cold +5% arcane +6% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =op=3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One =op=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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. |
Scrying Orb =op=1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest =op=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. |
Rod of Recall (2/2) =op=2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
extending dwarven-steel torque of psionic shield [power 69] (22 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 22 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
elm wand of shielding [power 116] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered ash wand of conjuration [power 265] (17 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 265 lightning damage Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Exterminator
Killed 1000 creatures.By Jeary the Cornac Corrupted Summoner level 17
41st Haze 122nd year of Ascendancy at 16:38 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Jeary the Cornac Corrupted Summoner level 5
77th Pyre 122nd year of Ascendancy at 14:21 see stats
Level 10
Got a character to level 10.By Jeary the Cornac Corrupted Summoner level 10
52nd Dusk 122nd year of Ascendancy at 00:08 see stats
Level 20
Got a character to level 20.By Jeary the Cornac Corrupted Summoner level 20
59th Haze 122nd year of Ascendancy at 21:18 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Jeary the Cornac Corrupted Summoner level 16
79th Dusk 122nd year of Ascendancy at 22:14 see stats
Poisonous
Sided with the assassin lord.By Jeary the Cornac Corrupted Summoner level 9
26th Dusk 122nd year of Ascendancy at 14:57 see stats
Santassacre!
Killed the little helper elves after saving them!By Jeary the Cornac Corrupted Summoner level 16
79th Dusk 122nd year of Ascendancy at 22:32 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Jeary the Cornac Corrupted Summoner level 17
52nd Haze 122nd year of Ascendancy at 22:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Jeary the Cornac Corrupted Summoner level 18
56th Haze 122nd year of Ascendancy at 09:50 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
Ran for 10 turns (stop reason: interesting terrain).
You gain 4.01 gold from the transmogrification of cured leather armour of Toknor (6 def, 4 armour).
You gain 1.54 gold from the transmogrification of cleansing cured leather armour of fire resistance (6 def, 4 armour).
You gain 1.10 gold from the transmogrification of mindwoven cashmere robe of light (+15%) (0 def, 0 armour).
You gain 3.79 gold from the transmogrification of verdant woollen robe (0 def, 0 armour).
You gain 0.27 gold from the transmogrification of barbed quiver of elm arrows (16/21, 24-34 power, 5 apr).
You gain 3.76 gold from the transmogrification of yew longbow of piercing.
You gain 1.46 gold from the transmogrification of chilling dwarven-steel dagger of massacre (28-36 power, 7 apr).
You gain 6.93 gold from the transmogrification of void walker's yew magestaff (20-24 power, 4 apr, fire element).
You gain 2.85 gold from the transmogrification of earthen yew vilestaff of might (20-24 power, 4 apr, blight element).
You gain 1.49 gold from the transmogrification of blink rune (range 4; phase 13; cd 11).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 63rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
You don't see how to get there...
Today is the 64th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
Today is the 65th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Today is the 66th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
There is a Shatur (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel very confident walking into this place.


















































































