









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 20 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Islelrann the ultimate teluvorta at level 20 on the 9th Haze 122nd year of Ascendancy at 06:39 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 51 (base 47) |
| Dexterity | 11 (base 11) |
| Constitution | 49 (base 41) |
| Magic | 15 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | -33/616 |
| Stamina | 156/172 |
| Equilibrium | 0 |
| Healing Factor | 1.5671232876712 |
| Regeneration | 9.107018579974 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +102.8% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 19.500146650446 |
| See Invisible | 31.500146650446 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 45 |
| Crit Chance | 33% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Temporal | +9% |
| Nature | +8% |
| Arcane | +3% |
| Physical | +8% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Arcane | +25% |
Defense: Base
| Armour (hardiness) | 37.511077022655 (88.454810495627%) |
| Defense | 13 |
| Ranged Defense | 16 |
| Fatigue | 19 |
| Physical Save | 44 |
| Spell Save | 33 |
| Mental Save | 29 |
Defense: Resistances
| Arcane | + 12%( 70%) |
| Cold | + 25%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 19%( 70%) |
| Darkness | + 14%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Teleport Resistance | 0% |
| Stun Resistance | 34% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 34% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 8 turns. While Heroism is active, you will only die when reaching -190 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 612% 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. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| beneficial effect | Increases critical hit chance by 3%. Berserker Rage |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is on fire, taking 36.81 fire damage per turn. Burning |
| 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 |
| beneficial effect | You gain 15% resistance against temporal. Resolve |
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 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by stone troll. Escort: lost anorithil (level 2 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vial of wight ectoplasm. * '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.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. 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 bear paw. * You've found the needed green worm. * You've found the needed minotaur nose. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Bychak the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -1% Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +3% arcane Maximum encumbrance: +27 Physical save: +6 (+2 eff.) A pair of boots made of leather. |
| Light source | survivor's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Physical save: +6 (+2 eff.) Spell save: +7 (+3 eff.) Light radius: +2 Healing mod.: +10% 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 | dwarven-steel helm 'Shinewalker' (3 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +4% Changes resistances: +7% lightning / +7% temporal / +12% light / +9% cold / +2% physical Spell save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| 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 (+3 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 | Glonne the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +24% lightning Changes damage: +12% lightning Critical mult.: +5.00% Psi when hit: +0.08 Mindpower: +6 (+3 eff.) See invisible: +12 Rings can have magical properties. |
| Around waist | rough leather belt 'Chalilar'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical save: +18 (+6 eff.) Life regen: +0.40 Maximum stamina: +10.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | blazebringer's dwarven-steel greatsword of crippling (36-57.6 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +12 fire When wielded/worn: Physical crit. chance: +10.0% Changes resistances penetration: +10% fire Global speed: +3% Massive two-handed swords. |
| On hands | scouring dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Effects when hit in melee: * 18% chance to reduce effective powers by 20% * 15 arcane resource burn Changes stats: +2 Cun Changes resistances: +8% darkness Spell save: +10 (+5 eff.) Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Lisonn (9 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +9 (+8 eff.) Fatigue: +22% Changes stats: +5 Cun Changes damage: +9% temporal Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Mental save: +13 (+7 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.04 Mental crit. chance: +2% A suit of armour made of metal plates. |
| Cloak | Malegosandur (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Defense: +1 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 8 acid Changes stats: +3 Mag / +5 Con Critical mult.: +10.00% Stealth bonus: +7 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | insulating steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% cold / +10% fire Amulets can have magical properties. |
Inventory
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
Polyta the Wildquell [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% light Changes resistances penetration: +5% nature Changes damage: +3% nature Light radius: +1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Zadok the Cornac Berserker level 17
78th Dusk 122nd year of Ascendancy at 08:32 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Zadok the Cornac Berserker level 19
7th Haze 122nd year of Ascendancy at 06:48 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Zadok the Cornac Berserker level 19
7th Haze 122nd year of Ascendancy at 02:24 see stats
Level 10 (Roguelike)
Got a character to level 10.By Zadok the Cornac Berserker level 10
7th Mirth 122nd year of Ascendancy at 06:10 see stats
Level 20 (Roguelike)
Got a character to level 20.By Zadok the Cornac Berserker level 20
7th Haze 122nd year of Ascendancy at 23:13 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Zadok the Cornac Berserker level 12
4th Flare 122nd year of Ascendancy at 09:55 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Zadok the Cornac Berserker level 11
3rd Summertide 122nd year of Ascendancy at 04:54 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Zadok the Cornac Berserker level 16
30th Dusk 122nd year of Ascendancy at 22:09 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Zadok the Cornac Berserker level 15
27th Dusk 122nd year of Ascendancy at 00:46 see stats
Log
Zadok is invigorated by the attack!
Reality smears around Islelrann the ultimate teluvorta.
Islelrann the ultimate teluvorta casts Flame.
Zadok is invigorated by the attack!
Zadok is on fire!
Islelrann the ultimate teluvorta converts damage to paradox!
Islelrann the ultimate teluvorta hits Zadok for 99 fire damage.
Teluvorta hits Islelrann the ultimate teluvorta for (2 converted), 4 temporal, (14 converted), 33 physical (36 total damage).
Teluvorta hits Zadok for 42 temporal, 42 physical (85 total damage).
Zadok is invigorated by the attack!
Talent Infusion: Healing is ready to use.
Zadok receives 51 healing.
Burning from Islelrann the ultimate teluvorta hits Zadok for 27 fire damage.
Islelrann the ultimate teluvorta casts Manathrust.
Zadok is invigorated by the attack!
Islelrann the ultimate teluvorta hits Zadok for 159 arcane damage.
Islelrann the ultimate teluvorta casts Lightning.
Zadok is invigorated by the attack!
Islelrann the ultimate teluvorta hits Zadok for 114 lightning damage.
Zadok is invigorated by the attack!
Zadok has finished recovering.
Zadok has returned to its natural state.
Burning from Islelrann the ultimate teluvorta hits Zadok for 33 fire damage.
Telugoroth casts Turn Back the Clock.
Ultimate telugoroth power has recovered.
Reality around Islelrann the ultimate teluvorta is coherent again.
Islelrann the ultimate teluvorta casts Earthen Missiles.
Zadok shrugs off the effect 'Regression'!
Zadok is invigorated by the attack!
Saving game...





























































