










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.5 Proper Possession 1.5.0
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official 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:
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. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Embers of Rage 1.5.0Official 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 1.5.0Combines 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: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Always center your character 1.5.5Always center your character Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Tsedaka Safer Auto-explore and Rest 1.4.5Two small tweak on Dracos' Improved Auto-explore and Rest () to fit my gameplay better Doomed/Darkness Tweaks 1.5.5Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Guaranteed Sludgenest and Dogroth Caldera 1.5.0Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 21 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Isuvena the rattlesnake at level 13 on the 4th Dusk 122nd year of Ascendancy at 22:23 0 / 6Killed by Emyranor the bee swarm at level 14 on the 13rd Dusk 122nd year of Ascendancy at 14:17 Killed by Reynauld at level 18 on the 60th Dusk 122nd year of Ascendancy at 01:52 Killed by Iselle the sandworm at level 18 on the 60th Dusk 122nd year of Ascendancy at 21:30 Killed by snow giant thunderer at level 20 on the 11st Haze 122nd year of Ascendancy at 20:48 Killed by snow giant boulder thrower at level 21 on the 13rd Haze 122nd year of Ascendancy at 11:22 |
Primary Stats
| Strength | 46 (base 38) |
| Dexterity | 19 (base 10) |
| Constitution | 23 (base 15) |
| Magic | 58 (base 48) |
| Willpower | 27 (base 11) |
| Cunning | 18 (base 10) |
Resources
| Life | -77/535 |
| Mana | 305/305 |
| Stamina | 202/202 |
| Positive | 61/85 |
| Healing Factor | 1.3010362694301 |
| Regeneration | 1.3010362694301 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 33 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +5% |
| Light | +40% |
| Nature | +15% |
| Cold | +17% |
| Physical | +28% |
| Fire | +20% |
| All | +2% |
Offense: Damage Penetration
| Light | +10% |
Defense: Base
| Armour (hardiness) | 50.451443447813 (97.5%) |
| Defense | 29 |
| Ranged Defense | 32 |
| Fatigue | 22 |
| Physical Save | 51 |
| Spell Save | 24 |
| Mental Save | 27 |
Defense: Resistances
| Lightning | + 22%( 70%) |
| Nature | + 33%( 70%) |
| Fire | + 4%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 23%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 58% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Weapon of Wrath |
| talent | Chant of Fortress |
| beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Trollmire. Escort: lost tinker (level 1 of Trollmire) | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Hettuyon the Blazejam2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 16 lightning On Hit (Melee): * 15% chance to blind ----- def ----- Max.HP +40.00 ---------- misc Max.P.En +10.00 Max.N.En +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Ivissra the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +1 Wil +2 Con dps ---------- Dmg.mod +2% all ----- def ----- Armour +1 Fatigue +1% Phys.save +13 (+4 eff.) A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Tool | elm totem of thorny skin 'Ce'Niyalaith' [power 18] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +6 Con +6 Mag dps ---------- Mov.spd +10% ---------- misc Equi/ret +0.12 Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 18 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Aerirand0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +4 Wil dps ---------- Phys.crit +5.0% Dmg.mod +12% physical ----- def ----- Armour +6 Mind.save +8 (+4 eff.) HP.reg +0.60 Rings can have magical properties. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
| In main hand | short yew starstaff of warding (20-24 power, 4 apr, light element)5.0 T3 staff 1H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light ----- def ----- Armour +5 Defense +4 (+2 eff.) ---------- misc Wards +2 light Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
| Around waist | hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -6% ---------- misc Max.enc +31 A belt that goes around your waist. |
| In off hand | steel shield 'Dazzlemaim' (6 def, 2 armour, 12.5-15 power, 43 block)7.0 T2 shield armor [Rare] Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +43 While equipped: dps ---------- Mov.spd +20% Res.pen +10% light Melee Ret 12 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +4% Resists +19% lightning ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +2 Block Handheld deflection devices. |
| Cloak | Islawen (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% physical ----- def ----- Defense +10 (+5 eff.) Phys.save +17 (+5 eff.) Mind.save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bleakwreath the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Rare] Master While equipped: dps ---------- Melee Ret 14 physical On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Stealth +10 ---------- misc Max.P.En +15.00 Max.N.En +15.00 A suit of armour made of mail. |
Inventory
healing infusion of the psychic (heal 96)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 96 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 135)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 135 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 136)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 136 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 163)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 163 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 138 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 230 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 410 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 410 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion of the psychic (rad 6; power 36; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 36) for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 21%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 14%; cure physical)0.1 T1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 27%; cure physical)0.1 T1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 27%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the warrior (29 nature damage, 20% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 29.08 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (322% speed; 5 turns)0.1 T2 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 322% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (841% regen over 10 turns; 42 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 841% for 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 10; power 21; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 188 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 49)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. 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 ability. |
vision rune of the duelist (radius 12; dur 12; see horror)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 15) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any horror around. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+3 eff.) Rings can have magical properties. |
mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +23.00 Disarm- +20% Pinning- +22% Knockbk- +23% ---------- misc Max.enc +20 Rings can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
Duvizilahad the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +27% acid Acc +12 (+6 eff.) ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Spell.save +6 (+3 eff.) Disease- +30% Rings can have magical properties. |
Cuthusta the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Mag +5 Wil dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +23 (+8 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +4% all Acc +10 (+5 eff.) ----- def ----- Armour +2 Resists +9% lightning +9% temporal Rings can have magical properties. |
ash vilestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful steel greatmaul (25.5-38.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Psionic Power 25.5 - 38.3 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 darkness Against +12% Living Massive two-handed mauls. |
arcing steel greatsword (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
flaming dwarven-steel greatsword (38.5-61.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed swords. |
flaming steel mace (12.5-17.5 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire Blunt and deadly. |
steel dagger (10.5-13.65 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Duryrain4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Nature/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit.r1 +2 acid On Hit: 5% Soul Rot 2 On Hit: * 20% chance to corrode armour by 30% While equipped: Stats +6 Con dps ---------- Phys.crit +5.0% Res.pen +17% acid Acc +12 (+6 eff.) ----- def ----- HP.reg +2.00 ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 338 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
quiver of ash arrows (18/18, 21-29.4 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 18 Arrows are used with bows to pierce your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 28.5-39.9 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 28.5 - 39.9 Physical Uses 150% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
crackling dwarven-steel shield of radiance (8 def, 2 armour, 27.5-33 power, 81.5 block)7.0 T3 shield armor [Ego++] Arcane When used to Attack: Power 27.5 - 33.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +82 Melee+ +12 lightning +12 light While equipped: Stats +3 Dex +2 Mag +3 Con dps ---------- On Melee Ret: * 18% chance to blind * 14% chance to daze at end of turn ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +12% lightning +15% light ---------- misc Talents +3 Block Handheld deflection devices. |
slimy linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Disrupt While equipped: dps ---------- On Melee Ret: * Slows global speed by 4% * 4 arcane resource burn A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour 'Polulle' (1 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Spell.crit +5% Dmg.mod +9% mind ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +17% acid ---------- misc Mana/turn +0.52 A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% HP.reg +2.70 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% A suit of armour made of mail. |
Layessra the dwarven-steel mail armour (12 def, 14 armour)14.0 T3 heavy armor [Rare] Master While equipped: Stats +4 Str +2 Dex +4 Con dps ---------- Melee+ 4 physical Apr +2 ----- def ----- Armour +14 Defense +12 (+6 eff.) Rng.Def +9 (+4 eff.) Fatigue +16% Max.HP +57.00 A suit of armour made of mail. |
voratun mail armour of delving (5 def, 10 armour)14.0 T5 heavy armor Reqs Str 48 [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +13% darkness +8% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
blurring rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +6 Max.HP +31.00 A belt that goes around your waist. |
rough leather belt 'Splendourvalor'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% light +2% all HP.reg +0.70 Heal.mod +14% Blind- +5% A belt that goes around your waist. |
Sparkbrawn the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Melee+ 12 lightning 8 arcane Dmg.mod +9% arcane Res.pen +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +9% arcane +3% lightning Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue -2% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
aegis linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Shield.pwr +6% HP.reg +1.70 A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
grounding iron helm of absorption (0 def, 3 armour)3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal ---------- misc Stam/ret +0.80 Equi/ret +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
60 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Cinderreek the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +4 Dex +1 Mag +5 Cun dps ---------- Melee+ 12 fire ----- def ----- Max.HP +42.00 ---------- misc Light +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. |
Tarroruivor the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% fire +3% arcane +3% cold Spell.save +6 (+3 eff.) Blind- +20% ---------- misc Light +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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
brass lantern 'Falirim'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Phys.save +7 (+2 eff.) Heal.mod +12% Pinning- +5% ---------- misc Light +2 Telepathy Demon/Minor Demon/Major 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mayykira (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Melee+ 8 mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +12% mind +9% acid ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 150.16 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of thermal psionic shield [power 25] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
psionic iron torque of charged psionic shield [power 23] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 23 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 1 psi. Torques are made by powerful psionics to store psionic powers. |
natural elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of thorny skin [power 13] (13 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 13 and armour hardiness by 30% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
warded yew totem of cure ailments [power 3] (10 cooldown)2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Wards +1 acid +2 nature +2 light Talents +1 Ward Remove up to 3 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments [power 2] (10 cooldown)2.0 T3 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Reynauld the Cornac Sun Paladin level 19
10th Haze 122nd year of Ascendancy at 21:16 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Reynauld the Cornac Sun Paladin level 10
4th Mirth 122nd year of Ascendancy at 02:41 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Reynauld the Cornac Sun Paladin level 20
11st Haze 122nd year of Ascendancy at 14:55 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Reynauld the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 03:10 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Reynauld the Cornac Sun Paladin level 17
36th Dusk 122nd year of Ascendancy at 04:45 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Reynauld the Cornac Sun Paladin level 20
11st Haze 122nd year of Ascendancy at 22:33 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Reynauld the Cornac Sun Paladin level 9
2nd Mirth 122nd year of Ascendancy at 00:24 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Reynauld the Cornac Sun Paladin level 14
9th Dusk 122nd year of Ascendancy at 23:55 see stats
Log
Snow giant thunderer is dazed!
Reynauld hits Snow giant thunderer for 17 light damage.
Reynauld casts Sun Ray.
Snow giant boulder thrower loses sight!
Snow giant thunderer loses sight!
Reynauld hits Snow giant boulder thrower for 171 light damage.
Snow giant thunderer is not dazed anymore.
Reynauld hits Snow giant boulder thrower for 17 light damage.
Reynauld hits Snow giant thunderer for 17 light damage.
Snow giant boulder thrower stops regenerating health quickly.
Snow giant thunderer casts Lightning.
Snow giant thunderer hits Reynauld for 59 lightning damage.
Reynauld receives 8 healing from Shield of Light.
Reynauld casts Path of the Sun.
Reynauld's sun path area effect hits Snow giant boulder thrower for 37 light damage.
Reynauld's sun path area effect hits Snow giant thunderer for 37 light damage.
Reynauld's sun path area effect hits Snow giant boulder thrower for 37 light damage.
Reynauld hits Snow giant boulder thrower for 17 light damage.
Reynauld hits Snow giant thunderer for 17 light damage.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Reynauld!
Reynauld deactivates Second Life.
Reynauld has been healed by a blast of positive energy!
Reynauld resists the knockback!
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Reynauld!
Saving game...



































































































