










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Sun Paladin |
| Level / Exp | 20 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Aerunn the gigantic sandworm tunneler at level 19 on the 4th Loss 122nd year of Ascendancy at 19:12 3 / 2Killed by Polilaith the yellow ooze at level 20 on the 5th Loss 122nd year of Ascendancy at 11:10 |
Primary Stats
| Strength | 62 (base 48) |
| Dexterity | 13 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 49 (base 41) |
| Willpower | 9 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 398/678 |
| Positive | 27/27 |
| Stamina | 121/154 |
| Healing Factor | 0.735134084726 |
| Regeneration | 0.1837835211815 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 54 |
| Crit Chance | 18% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +14% |
| Blight | +6% |
| Physical | +12% |
| Mind | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47.551211628464 (79.117647058824%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 15 |
| Physical Save | 29 |
| Spell Save | 20 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 26%( 70%) |
| Mind | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 77% |
| Teleport Resistance | 10% |
| Confusion Resistance | 22% |
| Disarm Resistance | 26% |
| Silence Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 389 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 104 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 587% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Second Life |
| talent | Righteous Strength |
| detrimental effect | The target is poisoned, taking 16.98 nature damage per turn and decreasing all heals received by 31%. Insidious Poison |
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 lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed giant spider spinneret. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 | Polyma the Flashedge (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +15 (+7 eff.) ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +22% Stun/Frz- +23% ---------- misc Psi/ret +0.08 Max.psi +20.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 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 | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | soothing iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Dairyhor'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +12% Dmg.mod +3% mind Acc +6 (+2 eff.) Melee Ret 4 mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +6 (+5 eff.) Resists +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
| On fingers | mule's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag dps ---------- Melee+ 15 light Ranged+ 13 light Dmg.mod +10% light ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | dwarven-steel greatsword 'Woekiller' (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +23 nature +16 darkness On Hit.r1 +12 blight While equipped: Stats +5 Str dps ---------- Dmg.mod +6% blight +12% physical Acc +12 (+4 eff.) Massive two-handed swords. |
| On hands | rough leather gloves 'Timachak' (0 def, 7 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +2 Dex +1 Con dps ---------- Melee+ 6 light Dmg.mod +4% light Acc +25 (+7 eff.) ----- def ----- Armour +7 Resists +6% light Die.at -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Glorolaith (7 def, 13 armour)17.0 T2 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +7 (+6 eff.) Fatigue +22% Resists +7% acid +7% physical +16% lightning +26% fire +6% mind +6% cold Mind.save +14 (+7 eff.) Disarm- +26% Stun/Frz- +24% Knockbk- +20% Teleport- +10% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | resilient kruk cloak of Iron Throne (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Max.HP +30.00 A stylish kruk-style cloak, to look awesome. |
| Around neck | warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
Inventory
blink rune of the wizard (range 5; phase 20; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, light, fire, arcane, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 light, 5 fire, 4 arcane, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil Amulets can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 14 light Ranged+ 10 light Dmg.mod +10% light Rings can have magical properties. |
steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Rings can have magical properties. |
ash magestaff of warding (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Defense +4 (+4 eff.) ---------- misc Wards +2 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of illumination (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Defense +6 (+5 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 78.29 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of protection (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Resists +8% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of illumination (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid ----- def ----- Defense +6 (+5 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 78.29 light damage. Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of wizardry (18-21.6 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +11 (+6 eff.) Dmg.mod +18% cold ---------- misc Max.mana +12.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking steel battleaxe (24-36 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 24.0 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +9 (+3 eff.) Apr +9 Massive two-handed battleaxes. |
elemental steel greatsword (24-38.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 59 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +7% lightning Massive two-handed swords. |
steel greatsword of evisceration (24-38.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+4 eff.) Massive two-handed swords. |
flaming steel longsword of massacre (22-30.8 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +9 fire Sharp, long, and deadly. |
steel longsword (15.5-21.7 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
thought-forged steel mace (11.5-16.1 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 mind On Hit: * 15% chance to reduce all saves and defense by 16 While equipped: Stats +2 Cun +2 Wil Blunt and deadly. |
acidic steel waraxe of erosion (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Nature Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 nature On Crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 One-handed war axes. |
steel waraxe of evisceration (14.5-20.3 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+3 eff.) One-handed war axes. |
dwarven-steel dagger 'Hathador' (16.5-21.45 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Arcane/Nature/Master Power 16.5 - 21.4 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature On Hit.r1 +7 fire On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Cun +3 Mag dps ---------- Phys.crit +11.0% Phys.pwr +8 (+3 eff.) Res.pen +10% arcane ----- def ----- Resists +5% arcane Crit.dmg- 10.00% Sharp, short and deadly. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
harmonious thorny mindstar of sand (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 7 physical Dmg.mod +4% nature +4% physical Res.pen +2% nature +10% physical ----- def ----- Resists +2% nature +8% physical ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful steel steamsaw (15.5-23.25 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Psionic/Steamtech Power 15.5 - 23.3 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Melee+ +7 darkness Against +9% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking dwarven-steel steamsaw of lightning resistance (+18%) (21-31.5 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% physical Acc +8 (+2 eff.) Apr +5 ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +8% Resists +18% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
mighty cured leather sling of acid4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +10% acid Slings are used to hurl stones or metal shots at your foes. |
deadly quiver of ash arrows of wind (21/21, 29.5-41.3 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Nature/Master Power 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 143 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Glimmersage' (24/24, 45-63 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 45.0 - 63.0 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 24 Ranged+ +20 light On Crit.r2 +16 acid +16 light On Hit: * 20% chance to reduce armor by 29% Arrows are used with bows to pierce your foes to death. |
shocking steel shield of arcane resistance (+11%) (0 def, 4 armour, 15-18 power, 42 block)7.0 T2 shield armor [Ego] Nature/Disrupt When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +42 While equipped: dps ---------- Melee+ 11 lightning Melee Ret 5 lightning ----- def ----- Armour +4 Fatigue +8% Resists +11% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
focusing woollen robe of corrosion (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Resists +15% acid +9% all ---------- misc Mana/turn +0.13 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Mind.save +10 (+5 eff.) A suit of armour made of mail. |
prismatic steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +17% cold +12% light +10% darkness A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% A suit of armour made of mail. |
dwarven-steel mail armour 'Islokira' (10 def, 13 armour) =con=14.0 T3 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +2 Cun +4 Con ----- def ----- Armour +13 Defense +10 (+7 eff.) Fatigue +12% Resists +9% cold +17% temporal +6% darkness +2% physical Phys.save +3 (+2 eff.) Mind.save +10 (+5 eff.) Max.HP +50.00 Disarm- +10% A suit of armour made of mail. |
Isynne the Healwake1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Dex +5 Wil +5 Cun +7 Lck dps ---------- Dmg.mod +6% nature +24% acid ----- def ----- Stealth +10 ---------- misc T.Disarm +8 Psi/ret +0.04 Infravis +5 A belt that goes around your waist. |
Ulfugorn the Glowrune =con=1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Dex +3 Mag +2 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% light Phys.save +11 (+6 eff.) ---------- misc See.Invis +12 A belt that goes around your waist. |
hardened leather belt 'Galeripper'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +8.0% Mind.crit +5% Dmg.mod +3% lightning +9% light Res.pen +10% light +20% lightning Melee Ret 4 lightning ----- def ----- Resists +6% lightning ---------- misc Light +2 A belt that goes around your waist. |
Breezetrial (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +6% acid Res.pen +25% nature +15% acid On Hit (Melee): * 10% chance to slow global speed by 41% * 20% chance to reduce armor by 29% ----- def ----- Defense +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emudhetta the cashmere cloak (24 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Str +2 Dex dps ---------- Apr +1 ----- def ----- Defense +24 (+14 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozenbender the cashmere cloak (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Melee Ret 8 cold ----- def ----- Armour +7 Defense +2 (+2 eff.) Resists +19% cold Crit.dmg- 15.00% ---------- misc Infravis +2 See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Snowsteel the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +15% mind +15% cold Res.pen +10% light On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Defense +2 (+2 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 rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Blastsorrow the pair of hardened leather boots (10 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% lightning +6% acid Res.pen +20% lightning +20% acid Melee Ret 2 acid ----- def ----- Armour +3 Defense +10 (+7 eff.) Resists +3% lightning A pair of boots made of leather. |
Branorin the Hazetooth (0 def, 5 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold ----- def ----- Armour +5 Resists +3% darkness +8% fire +6% nature +10% cold Spell.save +18 (+9 eff.) Max.HP +40.00 Cut- +10% A pair of boots made of leather. |
Naturewind the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Mag +1 Con ----- def ----- Armour +3 Fatigue -5% Resists +9% nature Phys.save +7 (+4 eff.) ---------- misc Max.enc +25 A pair of boots made of leather. |
Firetaint (0 def, 3 armour) =con=3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +12% nature +18% fire Res.pen +5% fire Melee Ret 2 light 2 fire ----- def ----- Armour +3 Fatigue +2% Phys.save +10 (+5 eff.) Mind.save +11 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lelidor (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Mag dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Armour +6 Resists +3% light Crit.dmg- 10.00% Die.at -80.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 HP.reg +4.00 ---------- misc Stam/turn +0.50 Max.stam +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of dexterity (+4) (0 def, 8 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 10 physical Dmg.mod +5% physical Acc +15 (+5 eff.) ----- def ----- Armour +8 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lorogorn (0 def, 1 armour) =con=1.5 T1 hands armor [Rare] Psionic While equipped: Stats +3 Dex +3 Con dps ---------- Melee+ 6 mind Dmg.mod +4% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Crit.dmg- 10.00% Mind.save +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Armalar the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Str dps ---------- Phys.crit +3.0% Apr +5 ----- def ----- Defense +2 (+2 eff.) Resists +9% acid ---------- misc Equi/ret +1.18 Psi/ret +2.10 Hate/ret +1.50 A pointy cloth hat, very wizardly... |
Aerykhad the Airfiend (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +9% light +12% lightning ----- def ----- Armour +4 Fatigue +4% Resists +9% lightning +15% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Offalrazor the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +4 Fatigue +4% Resists +9% lightning +8% cold +6% nature ---------- misc Light +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Carrionhacker' (0 def, 6 armour) =possible swap for later=3.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Armour +6 Fatigue +4% Resists +12% temporal +15% fire Phys.save +14 (+7 eff.) Max.HP +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
155 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. |
Iverevena =con=2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +4.0% Crit.mult +5.00% Melee Ret 2 physical ----- def ----- Phys.save +7 (+4 eff.) Heal.mod +14% ---------- misc 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. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
powerful ash totem of stinging [power 188] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 188 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing yew totem of stinging [power 230] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 230 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zenavathar the Drem Sun Paladin level 18
13rd Wealth 122nd year of Ascendancy at 04:09 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Zenavathar the Drem Sun Paladin level 10
27th Voratun 122nd year of Ascendancy at 19:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Zenavathar the Drem Sun Paladin level 20
4th Loss 122nd year of Ascendancy at 23:36 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Zenavathar the Drem Sun Paladin level 18
11st Dearth 122nd year of Ascendancy at 12:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Zenavathar the Drem Sun Paladin level 8
24th Voratun 122nd year of Ascendancy at 09:14 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Zenavathar the Drem Sun Paladin level 11
31st Voratun 122nd year of Ascendancy at 08:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Zenavathar the Drem Sun Paladin level 17
42nd Profit 122nd year of Ascendancy at 16:21 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Talent Rune: Shielding is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Talent Rune: Shatter Afflictions is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Rested for 13 turns (stop reason: hostile spotted to the east (Cyregassra the green jelly)).
Zenavathar casts Healing Light.
Zenavathar receives 140 healing.
Cyregassra the green jelly uses Mucus.
Cyregassra the green jelly uses Greater Weapon Focus.
Cyregassra the green jelly uses Slime Spit.
Cyregassra the green jelly releases poisonous spores at Zenavathar.
Zenavathar is poisoned!
Insidious Poison from Cyregassra the green jelly hits Zenavathar for 15 nature damage.
Zenavathar deactivates Chant of Fortitude.
Zenavathar is no longer poisoned.
Zenavathar deactivates Weapon of Wrath.
Zenavathar deactivates Weapon of Light.
Zenavathar deactivates Second Life.
Zenavathar deactivates Righteous Strength.






































































































