









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Minstars 1.5.5 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:
Items Vault 1.5.0Donators/Buyers bonus! Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. 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 1.4.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ignore Race/Class Locks 1.1.0Modifies 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.] |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 25 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by The Withering Thing at level 6 on the 79th Pyre 122nd year of Ascendancy at 10:04 3 / 3Killed by Adira the crimson crystal at level 12 on the 66th Dusk 122nd year of Ascendancy at 01:07 Killed by Urkis, the High Tempest at level 25 on the 35th Regrowth 123rd year of Ascendancy at 06:39 |
Primary Stats
| Strength | 62 (base 53) |
| Dexterity | 13 (base 10) |
| Constitution | 33 (base 10) |
| Magic | 58 (base 54) |
| Willpower | 29 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | 616/616 |
| Mana | 339/339 |
| Stamina | 220/220 |
| Positive | 122/122 |
| Healing Factor | 1.7199507389163 |
| Regeneration | 0.6879802955665 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 124 |
| Accuracy | 30 |
| Crit Chance | 26% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +24% |
| Nature | +10% |
| Fire | +2% |
| Physical | +19% |
| Mind | +14% |
| All | +2% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +39% |
Defense: Base
| Armour (hardiness) | 82.434838062803 (84.180064308682%) |
| Defense | 28 |
| Ranged Defense | 39 |
| Fatigue | 14 |
| Physical Save | 41 |
| Spell Save | 35 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 24%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 7%( 70%) |
| Light | + 48%( 70%) |
| Darkness | + 63%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Bleed Resistance | 10% |
| Disarm Resistance | 34% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Strength 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 171 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Heart of the Gloom. Escort: lost anorithil (level 1 of Heart of the Gloom)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost warrior from death by faeros. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +2. | 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed bear paw. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of bone giant dust. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Emeluyara' (7 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +4 Defense: +7 (+3 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +3% Changes stats: +5 Wil / +5 Cun / +4 Con Physical save: +22 (+7 eff.) Mental save: +19 (+10 eff.) Psi when hit: +0.12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (83 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Chaludunakan' (6 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +1% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Wil Changes resistances: +7% blight / +6% nature Mental save: +6 (+3 eff.) Disarm immunity: +10% Stun/Freeze immunity: +40% A cap made of leather. |
| Tool | Belerand (dig speed 13 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Defense: +6 (+3 eff.) Damage when hit (Melee): 4 physical Changes stats: +5 Str / +2 Con Changes resistances: +10% darkness / +9% physical Damage affinity(heal): +15% darkness Only die when reaching: -80.00 life Light radius: +1 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing 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 | Chamihek the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Fatigue: -4% Changes stats: +4 Cun / +3 Con Maximum encumbrance: +24 Mental save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) Rings can have magical properties. |
| Around waist | drakeskin leather belt 'Woevengeance'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Changes resistances: +18% darkness Changes resistances penetration: +10% mind Changes damage: +12% mind It can be used to create a temporary shield that absorbs 257 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | Kovor (59.5-89.25 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +17 (+4 eff.) Armour: +12 Changes stats: +7 Con Changes resistances: +9% nature Changes resistances penetration: +14% physical Reduces incoming crit damage: 15.00% Spell save: +20 (+8 eff.) Cut immunity: +10% Disarm immunity: +24% Massive two-handed battleaxes. |
| On hands | Shocktyphoon the drakeskin leather gloves (0 def, 9 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 20 mind / 28 darkness Damage when hit (Melee): 16 lightning Changes stats: +4 Con Mental save: -8 (-4 eff.) Mindpower: +7 (+3 eff.) 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. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | Elutta the Cleansewilter (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 light / 4 nature Changes stats: +4 Cun / +4 Wil Changes damage: +12% light Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Aryra'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +14% light / +14% darkness Changes resistances penetration: +25% physical Changes damage: +9% physical Blindness immunity: +20% Amulets can have magical properties. |
Inventory
stralite battleaxe 'Glitterstone' (41.5-62.25 power, 3 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20% chance to blind Damage (Melee): +13 darkness Burst (radius 2) on crit: +8 light Damage against: +19% Living When wielded/worn: Effects on melee hit: * 30% chance to blind Changes damage: +15% light / +6% fire Light radius: +3 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Blazequick the steel greatmaul (25.5-38.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.5 - 38.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Burst (radius 1) on hit: +10 fire When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +15% acid Changes damage: +6% light Massive two-handed mauls. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Achievements
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By eh. the Cornac Sun Paladin level 21
5th Allure 123rd year of Ascendancy at 23:51 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By eh. the Cornac Sun Paladin level 11
10th Flare 122nd year of Ascendancy at 23:20 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By eh. the Cornac Sun Paladin level 18
68th Haze 122nd year of Ascendancy at 11:11 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By eh. the Cornac Sun Paladin level 21
6th Regrowth 123rd year of Ascendancy at 09:49 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By eh. the Cornac Sun Paladin level 10
1st Summertide 122nd year of Ascendancy at 08:26 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By eh. the Cornac Sun Paladin level 20
10th Decay 122nd year of Ascendancy at 02:51 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By eh. the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 22:20 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By eh. the Cornac Sun Paladin level 12
18th Dusk 122nd year of Ascendancy at 19:53 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By eh. the Cornac Sun Paladin level 21
5th Allure 123rd year of Ascendancy at 04:31 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By eh. the Cornac Sun Paladin level 8
7th Mirth 122nd year of Ascendancy at 00:30 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By eh. the Cornac Sun Paladin level 20
1st Wintertide 123rd year of Ascendancy at 18:54 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By eh. the Cornac Sun Paladin level 18
79th Haze 122nd year of Ascendancy at 19:16 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By eh. the Cornac Sun Paladin level 18
67th Haze 122nd year of Ascendancy at 23:35 see stats
Log
Hurricane from Urkis, the High Tempest hits eh. for 84 lightning damage.
Eh. feels pain again.
Hurricane from Urkis, the High Tempest hits eh. for 111 lightning damage.
Eh. deactivates Second Life.
Eh. has been healed by a blast of positive energy!
Eh. resists!
Urkis, the High Tempest's Ice Shards hits eh. for 84 cold damage.
Something hits eh. for 0 lightning damage.
eh. receives 247 healing.
The protective shield of Eh. disappears.
Hurricane from Urkis, the High Tempest hits eh. for 126 lightning damage.
Eh. casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Urkis, the High Tempest casts Nova.
Thunderstorm hits eh. for 29 lightning damage.
Urkis, the High Tempest hits eh. for 141 lightning damage.
eh. the level 25 cornac sun paladin was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
Eh. shrugs off the effect 'Dazed'!
You have 3 life(s) left.
Eh. deactivates Chant of Fortress.
Eh. deactivates Righteous Strength.
Eh. deactivates Weapon of Wrath.
The protective shield of Eh. disappears.
Eh. deactivates Premonition.
Eh. deactivates Weapon of Light.
The Hurricane around Eh. dissipates.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.





























































