Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Use Item Shortcuts 1.2.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.2.4Official Expansion!Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Weapons Pack 1.2.3This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Tier-1 Short Circuit Option 1.0.6Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Constitution Buffs 1.1.5Constitution now adds the following bonuses per point: 3 Con, 0.25% max health, 0.5% heal mod, 0.5% Stun Immunity, and 1 Max Stamina. The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ignore Race/Class Locks 1.0.6Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Xorn |
| Class | Adventurer |
| Level / Exp | 19 / 17% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 79 (base 44) |
| Dexterity | 44 (base 27) |
| Constitution | 67 (base 22) |
| Magic | 25 (base 12) |
| Willpower | 41 (base 12) |
| Cunning | 29 (base 12) |
Resources
| Life | 1223/1284 |
| Equilibrium | 15 |
| Stamina | 310/352 |
| Psi | 126/131 |
| Healing Factor | 1.125 |
| Regeneration | 3.76875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 64 |
| Crit Chance | 16% |
| APR | 10 |
| Speed | 1.00 |
| Damage | 74 |
| Accuracy | 64 |
| Crit Chance | 15% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 64 |
| Crit Chance | 16% |
| APR | 10 |
| Speed | 1.00 |
| Damage | 52 |
| Accuracy | 64 |
| Crit Chance | 16% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38.15 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 55.3 (66.666666666667%) |
| Defense | 43.633333333333 |
| Ranged Defense | 50.3 |
| Fatigue | 34.5 |
| Physical Save | 52.366666666667 |
| Spell Save | 42.033333333333 |
| Mental Save | 33.25 |
Defense: Resistances
| All | 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 39% |
| Silence Resistance | 24% |
| Confusion Resistance | 46% |
| Stun Resistance | 52% |
| Pinning Resistance | 23% |
| Poison Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Armor forging | 1.20 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Forgeknight combat expertise | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Forgeknight combat maneuvers | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Xorn | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/3 |
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| talent | Shards |
| talent | Charged Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Escort: injured seer (level 3 of Trollmire) | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITESLATE039;Pul and find out what lurks there and what treasures are to be gained! Of trolls and damp caves | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Equipment
| Psionic focus | agate agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
| Quiver | 65 alchemist zircon 65 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / white ; tier 2 When used as an alchemist bomb: 30% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
| On hands | Aryreduthad (0 def, 5 armour) Aryreduthad (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +5 Damage when hit (Melee): 4 blight Changes stats: +6 Str / +3 Dex / +3 Wil / +4 Cun Changes resistances: +6% blight Talent cooldown: Double Strike (-1 turn) Physical save: +6 Mental save: +6 Maximum life: +44.00 Mindpower: +4 When used to modify unarmed attacks: Base power: 16.0 - 22.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). When this weapon hits: Set Up (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
| On hands | Shadowroar the rough leather gloves (0 def, 1 armour) Shadowroar the rough leather gloves (0 def, 1 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 Armour: +1 Effects on melee hit: * 12% chance to cause random insanity * 15% chance to inflict damage reduction Damage (Melee): 6 cold / 16 darkness / 14 mind Damage when hit (Melee): 8 darkness Changes stats: +3 Dex Changes resistances: +6% blight / +6% cold Changes damage: +3% blight / +4% cold Mental save: -14 Mindpower: +4 When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). When this weapon hits: Reproach (10% chance level 1). On weapon hit: * 40% chance to disease Burst (radius 2) on crit: +6 ice Activating this item is instant. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Poradathra PoradathraInfused by nature 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +6% blight Changes resistances penetration: +25% blight / +5% arcane Changes damage: +6% blight Maximum life: +130.00 Light radius: +2 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 | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On feet | pair of iron boots &039; (12 def, 3 armour) pair of iron boots &039; (12 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Physical power: +2 Armour: +3 Defense: +12 Fatigue: +2% Changes stats: +2 Str / +3 Con Changes resistances: +4% physical Silence immunity: +24% Confusion immunity: +23% Stun/Freeze immunity: +24% Stamina each turn: +0.40 Healing mod.: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Tool | iron pickaxe &039; (dig speed 8 turns) iron pickaxe &039; (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 Armour: +3 Defense: +5 Changes stats: +1 Str / +1 Mag / +1 Wil / +2 Cun Changes resistances: +6% physical Critical mult.: +10.00% Mana when firing critical spell: +2.00 Maximum life: +23.00 Maximum stamina: +17.00 Maximum hate: +6.00 Mindpower: +4 Mental crit. chance: +1% Infravision radius: +3 Damage Shield penetration: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Isorin the copper ring Isorin the copper ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 Armour penetration: +8 Defense: +9 Damage when hit (Melee): 20 acid Changes resistances penetration: +15% acid Changes damage: +6% arcane Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +23.00 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Ulfobar the Woeslicer Ulfobar the WoeslicerCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +3 Str / +4 Wil Changes resistances: +9% fire Changes resistances penetration: +10% darkness / +5% fire Changes damage: +3% fire Mental save: +8 Rings can have magical properties. |
| On fingers | copper ring &039; copper ring &039;Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Str / +8 Mag / +5 Wil / +3 Cun / +4 Con Changes resistances: +11% mind Changes damage: +11% mind Spell save: +11 Maximum stamina: +14.00 Spellpower: +6 Light radius: +1 Rings can have magical properties. |
| Around neck | Delydas the Blazevengeance Delydas the BlazevengeanceInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 lightning Changes stats: +6 Con Changes resistances: +6% blight / +13% mind / +5% arcane Changes resistances penetration: +5% lightning Physical save: +12 Spell save: +20 Confusion immunity: +23% Life regen: +2.00 Maximum life: +75.00 Amulets can have magical properties. |
| In main hand | flaming steel shield of mind resistance (+12%) (6 def, 2 armour, 12.5 dam, 36.5 block) flaming steel shield of mind resistance (+12%) (6 def, 2 armour, 12.5 dam, 36.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +36 Burst (radius 1) on hit: +11 fire When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 10 fire Changes resistances: +12% mind Talent granted: +2 Block Handheld deflection devices. |
| In main hand | iron shield &039; (4 def, 2 armour, 8.5 dam, 22 block) iron shield &039; (4 def, 2 armour, 8.5 dam, 22 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 On weapon hit: * Slows global speed by 40% * 12% chance to corrode armor When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 13 acid Changes resistances: +3% acid / +6% fire / +6% nature Changes damage: +6% mind Talent granted: +1 Block Handheld deflection devices. |
| Around waist | rough leather belt &039; rough leather belt &039;Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +6 Physical crit. chance: +6.0% Physical power: +6 Fatigue: -4% Damage when hit (Melee): 8 darkness Changes stats: +4 Str / +7 Dex / +4 Cun / +6 Con Changes damage: +6% darkness / +3% physical Physical save: +10 Mental save: +7 Mindpower: +4 Mental crit. chance: +6% Healing mod.: +5% Size category: +1 A belt that goes around your waist. |
| In off hand | steel shield of resilience (6 def, 2 armour, 19 dam, 43 block) steel shield of resilience (6 def, 2 armour, 19 dam, 43 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 19.0 - 22.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +43 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Maximum life: +47.00 Handheld deflection devices. |
| In off hand | Skeletal Parry (10 def, 4 armour, 20 dam, 40 block) Skeletal Parry (10 def, 4 armour, 20 dam, 40 block)Requires: - Strength 25 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 It is part of a set of items. When used to attack (with talents): Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +4 Defense: +10 Fatigue: +6% Damage when hit (Melee): 10 physical bleed Talent granted: +2 Block It can be used to activate talent Bone Armour (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Creates a shield of bones, absorbing 400 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
| Cloak | Breneharabers (5 def, 6 armour) Breneharabers (5 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 Armour: +6 Defense: +5 Ranged Defense: +4 Fatigue: -5% Effects on melee hit: * 30% chance to disease Changes stats: +2 Str / +2 Con Changes resistances: +13% cold / +3% nature / +3% mind Mental save: +3 Disarm immunity: +5% Maximum life: +47.00 Maximum stamina: +13.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gylraba (2 def, 9 armour) Gylraba (2 def, 9 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 Fatigue: +7% Changes stats: +4 Wil Changes resistances: +3% temporal / +17% cold Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Physical save: +6 Life regen: +1.10 Equilibrium when hit: +0.04 Maximum life: +48.00 Mental crit. chance: +1% Healing mod.: +12% A suit of armour made of mail. |
Inventory
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
copper amulet &039; copper amulet &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 Armour penetration: +5 Physical crit. chance: +4.0% Effects on melee hit: * Slows global speed by 30% * 40% chance to daze Damage when hit (Melee): 4 lightning / 4 nature Changes stats: +4 Con Changes resistances: +12% mind / +3% nature Changes damage: +6% lightning Critical mult.: +11.00% Confusion immunity: +23% Amulets can have magical properties. |
copper ring &039; copper ring &039;Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +2 Dex / +4 Mag Changes damage: +3% physical Spell save: +8 Mental save: +6 Confusion immunity: +23% Life regen: +0.60 Stamina each turn: +0.60 Rings can have magical properties. |
linen cloak &039; (1 def, 6 armour) linen cloak &039; (1 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +6 Defense: +1 Changes stats: +1 Dex / +2 Con Changes resistances: +6% acid / +1% physical / +3% light / +6% fire / +18% cold / +6% lightning Maximum encumbrance: +10 Physical save: +7 Mental save: +7 Only die when reaching: -50.00 life Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak &039; (8 def, 0 armour) linen cloak &039; (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 Armour penetration: +4 Defense: +8 Changes stats: +2 Dex / +2 Wil / +3 Cun Physical save: +5 See invisible: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethuthra the Glarebile (0 def, 1 armour) Bethuthra the Glarebile (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 15% chance to blind Damage (Melee): 4 acid / 5 fire / 4 cold / 4 lightning Damage when hit (Melee): 8 light Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +5% arcane Life regen: +1.10 Stamina each turn: +0.70 Maximum stamina: +12.00 When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). On weapon hit: * 40% chance to blind Damage (Melee): +5 ice / +4 acid / +5 fire / +4 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ebonythorn the rough leather gloves (0 def, 5 armour) Ebonythorn the rough leather gloves (0 def, 5 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 7 light Changes stats: +4 Str / +1 Mag Changes resistances: +7% light Changes damage: +4% light Mental save: +6 Maximum life: +41.00 When used to modify unarmed attacks: Base power: 10.5 - 11.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +4 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 1). On weapon hit: * 6% chance to blind Burst (radius 2) on crit: +8 darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steel mail armour of Eyal (2 def, 6 armour) steel mail armour of Eyal (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Life regen: +1.50 Maximum life: +41.00 Healing mod.: +10% A suit of armour made of mail. |
3 hematite 3 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
14 nuummite 14 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
8 agate 8 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
379 alchemist agate 379 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 malachite 3 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
14 verdite 14 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
brass lantern &039; brass lantern &039;Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30 arcane resource burn Changes resistances: +9% blight / +9% cold / +14% darkness Changes resistances penetration: +10% nature Changes damage: +13% light Damage affinity(heal): +10% light Spell save: +3 Blindness immunity: +25% Confusion immunity: +13% Light radius: +10 See stealth: +7 See invisible: +7 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 20.31 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 243/400. 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
3 small geode 3 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
10 tiny geode 10 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
15 ametrine 15 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
14 quartz 14 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
17 citrine 17 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty) (Uniques)
Killed Ben Cruthdar the Cursed.By Scol the Xorn Adventurer level 4
5th Mirth 122nd year of Ascendancy at 10:26 see stats
Fear me not! (Insane (Roguelike) difficulty) (Uniques)
Survived the Fearscape!By Scol the Xorn Adventurer level 18
26th Dusk 122nd year of Ascendancy at 08:41 see stats
Level 10 (Insane (Roguelike) difficulty) (Uniques)
Got a character to level 10.By Scol the Xorn Adventurer level 10
6th Flare 122nd year of Ascendancy at 14:26 see stats
The Arena (Insane (Roguelike) difficulty) (Uniques)
Unlocked Arena mode.By Scol the Xorn Adventurer level 17
12nd Dusk 122nd year of Ascendancy at 00:47 see stats
The secret city (Insane (Roguelike) difficulty) (Uniques)
Discovered the truth about mages.By Scol the Xorn Adventurer level 11
3rd Dusk 122nd year of Ascendancy at 05:53 see stats
Treasure Hoarder (Insane (Roguelike) difficulty) (Uniques)
Amassed 3000 gold pieces.By Scol the Xorn Adventurer level 18
41st Dusk 122nd year of Ascendancy at 11:12 see stats
Treasure Hunter (Insane (Roguelike) difficulty) (Uniques)
Amassed 1000 gold pieces.By Scol the Xorn Adventurer level 11
7th Flare 122nd year of Ascendancy at 06:26 see stats
Log
You gain 11.22 gold from the transmogrification of Furnaceimmortal (2-2.2 power, 12 apr, mind damage).
You gain 10.57 gold from the transmogrification of Saluma the iron mace (12.5-17.5 power, 2 apr).
You gain 2.27 gold from the transmogrification of tangling iron longsword of dampening (11.5-16.1 power, 2 apr).
You gain 2.17 gold from the transmogrification of iron longsword of vileness (11.5-16.1 power, 2 apr).
You gain 1.62 gold from the transmogrification of iron longsword of daylight (12-16.8 power, 2 apr).
You gain 1.90 gold from the transmogrification of hateful iron longsword of massacre (17.5-24.5 power, 2 apr).
You gain 1.15 gold from the transmogrification of flaming iron longsword of massacre (15-21 power, 2 apr).
You gain 1.50 gold from the transmogrification of piercing iron greatsword of sweeping (14-22.4 power, 1 apr).
You gain 1.31 gold from the transmogrification of iron greatsword of projection (14.5-23.2 power, 1 apr).
You gain 2.23 gold from the transmogrification of arcing steel greatsword of projection (23.5-37.6 power, 2 apr).
You gain 1.50 gold from the transmogrification of sharp iron greatmaul of sweeping (18.5-27.75 power, 1 apr).
You gain 1.25 gold from the transmogrification of iron greatmaul of sweeping (16.5-24.75 power, 1 apr).
You gain 1.79 gold from the transmogrification of iron dagger of persecution (10-13 power, 5 apr).
You gain 3.30 gold from the transmogrification of balanced iron dagger of vileness (9.5-12.35 power, 5 apr).
You gain 1.65 gold from the transmogrification of balanced iron dagger of massacre (14-18.2 power, 5 apr).
You gain 15.00 gold from the transmogrification of Spelldrinker (27-35.1 power, 8 apr).
You gain 12.12 gold from the transmogrification of Eremaldil the Infernoobsidian (10-13 power, 5 apr).
You gain 0.70 gold from the transmogrification of steel battleaxe of massacre (26.5-39.75 power, 2 apr).
You gain 1.99 gold from the transmogrification of arcing iron battleaxe of sweeping (15.5-23.25 power, 1 apr).
You gain 12.27 gold from the transmogrification of Thunderstun the iron battleaxe (22.5-33.75 power, 1 apr).
You gain 12.32 gold from the transmogrification of copper amulet &039;.
You gain 1.14 gold from the transmogrification of reconstruction rune of the sneak (heal 125; cure a cut or wound).
You gain 2.05 gold from the transmogrification of phase door rune of the titan (range 11; power 29; dur 3).
You gain 1.09 gold from the transmogrification of manasurge rune of the titan (893% regen over 10 turns; 45 instant mana).
You gain 1.13 gold from the transmogrification of sun infusion of the wizard (rad 6; power 51; turns 4; dispells darkness).
You gain 1.12 gold from the transmogrification of sun infusion of the sneak (rad 5; power 55; turns 3; dispells darkness).
You gain 1.13 gold from the transmogrification of sun infusion of the duelist (rad 5; power 74; turns 4; dispells darkness).
There is a Way into the heart of the gloom here (press &039; 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...
