Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.2 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Infinite500 v2.5d: Revised high level play for ToME 1.4.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.2.4Official 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:
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 22 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Knight Solaire at level 16 on the 14th Haze 122nd year of Ascendancy at 06:08 0 / 6Killed by golem at level 19 on the 31st Regrowth 123rd year of Ascendancy at 06:31 Killed by Adimitha the forest wight at level 20 on the 80th Regrowth 123rd year of Ascendancy at 07:46 Killed by skeleton magus at level 21 on the 6th Pyre 123rd year of Ascendancy at 03:55 Killed by elder vampire at level 21 on the 6th Pyre 123rd year of Ascendancy at 23:30 Killed by Mindworm at level 22 on the 24th Pyre 123rd year of Ascendancy at 03:22 |
Primary Stats
| Strength | 32 (base 24) |
| Dexterity | 34 (base 28) |
| Constitution | 13 (base 10) |
| Magic | 57 (base 45) |
| Willpower | 20 (base 10) |
| Cunning | 38 (base 18) |
Resources
| Life | -34/472 |
| Positive | 61/63 |
| Stamina | 203/223 |
| Healing Factor | 1.1026720602777 |
| Regeneration | 15.628025022648 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -5 |
| Infravision | 9 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine, demon/minor, demon/major |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 42 |
| Crit Chance | 37% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 39.5 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.6 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 32 (30%) |
| Defense | 31.2 |
| Ranged Defense | 35.2 |
| Fatigue | 6 |
| Physical Save | 22.875 |
| Spell Save | 23.475 |
| Mental Save | 35.65 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 28% |
| Confusion Resistance | 10% |
| Pinning Resistance | 31% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 31% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 magical effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| 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 100 damage for 5 turns. |
| 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 physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Shield of Light |
| talent | Chant of Fortress |
| talent | Weapon of Light |
| beneficial effect | The target is under protection and its life regeneration is boosted by 14. Providence |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
| beneficial effect | The target's spellpower has been increased by 2. Spellsurge |
| beneficial effect | Increases the effectiveness of all healing the target receives by 10%. Empowered Healing |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by red crystal. Escort: lost warrior (level 3 of Scintillating Caves) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | [vs. Belylenor (0 def, 10 armour) (On feet)] Belylenor (0 def, 10 armour)Belylenor (0 def, 10 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 (-) Fatigue: +3% (-) Changes resistances: +6%(-) nature / +6%(-) cold Changes resistances penetration: +10%(-) physical Only die when reaching: -20.00 life (-) Infravision radius: +2 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. alchemist's lamp 'Toryhad' (Light source)] alchemist's lamp 'Toryhad'alchemist's lamp 'Toryhad' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage (Melee): 0(-20) item blight disease Changes stats: +6(-) Cun Changes resistances: +3%(-) blight Changes damage: +6%(-) blight / +15%(-) temporal Light radius: -7 (-) Infravision radius: +7 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Zaneruihir the Morningreaper (0 def, 4 armour) (On head)] Zaneruihir the Morningreaper (0 def, 4 armour)Zaneruihir the Morningreaper (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Damage when hit (Melee): 8(-) fire Changes resistances: +15%(-) light / +10%(-) darkness Light radius: +2 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. sand dwarven-steel gauntlets of strength (+3) (0 def, 8 armour) (On hands)] sand dwarven-steel gauntlets of strength (+3) (0 def, 8 armour)sand dwarven-steel gauntlets of strength (+3) (0 def, 8 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) (-) Armour: +8 (-) Damage (Melee): 5(-) physical Changes stats: +3(-) Str Changes damage: +5%(-) physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Mayybrevea [power 38] (30 cooldown) (Tool)] Mayybrevea [power 38] (30 cooldown)Mayybrevea [power 38] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) (-) Changes resistances: +6%(-) temporal Maximum stamina: +10.00 (-) It can be used to teleport randomly (rad 38), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Nightsong (On fingers, 1 of 2)] NightsongNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) (-) Fatigue: -7% (-) Changes stats: +6(-) Cun Changes damage: +5%(-) physical Talents cooldown: Shadowstep (-1(-) turn) Mental save: +13 (+6 eff.) (-) Maximum stamina: +25.00 (-) It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 17 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
| On fingers | [vs. Nightsong (On fingers, 1 of 2)] Radhinik the steel ringRadhinik the steel ring Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Damage when hit (Melee): 4 arcane Changes stats: +0(-6) Cun Changes resistances: +12% mind / +26% darkness Changes resistances penetration: +15% arcane Changes damage: +0%(-5%) physical / +12% mind / +13% darkness Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Disarm immunity: +28% Pinning immunity: +31% Knockback immunity: +31% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +27.00 Maximum stamina: +0.00 (-25.00) Spell crit. chance: +4% Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Hanurogorn (Around neck)] HanurogornHanurogorn Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Armour penetration: +5 (-) Physical crit. chance: +3.0% (-) Changes stats: +2(-) Wil Grants telepathy: Dragon Critical mult.: +12.00% (-) Mental save: +3 (+2 eff.) (-) See invisible: +6 (-) Amulets can have magical properties. |
| In main hand | [vs. Goryrath the steel longsword (15-21 power, 3 apr) (In main hand)] Goryrath the steel longsword (15-21 power, 3 apr)Goryrath the steel longsword (15-21 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +11(-) fire When wielded/worn: Armour penetration: +17 (-) Physical crit. chance: +8.0% (-) Physical power: +2 (+1 eff.) (-) Changes stats: +1(-) Dex / +2(-) Mag Changes resistances penetration: +8%(-) physical Changes damage: +9%(-) physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +14.00% (-) Stamina each turn: +0.40 (-) Sharp, long, and deadly. |
| Around waist | [vs. Yvyra the rough leather belt (Around waist)] Yvyra the rough leather beltYvyra the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 (-) Physical crit. chance: +6.0% (-) Fatigue: -6% (-) Changes stats: +1(-) Str / +4(-) Dex / +1(-) Wil / +4(-) Cun Mental crit. chance: +7% (-) A belt that goes around your waist. |
| In off hand | [vs. deflecting dwarven-steel shield of reflection (14 def, 2 armour, 27-32.4 power, 88.5 block) (In off hand)] deflecting dwarven-steel shield of reflection (14 def, 2 armour, 27-32.4 power, 88.5 block)deflecting dwarven-steel shield of reflection (14 def, 2 armour, 27-32.4 power, 88.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% (-) Block value: +88 (-) When wielded/worn: Armour: +2 (-) Defense: +14 (+7 eff.) (-) Ranged Defense: +8 (+4 eff.) (-) Fatigue: +12% (-) Changes resistances: +13%(-) light / +12%(-) darkness Talents granted: +3.00(-) Block Deflect projectiles away: +5% (-) Handheld deflection devices. |
| Cloak | [vs. Flashquencher the cashmere cloak (2 def, 0 armour) (Cloak)] Flashquencher the cashmere cloak (2 def, 0 armour)Flashquencher the cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Effects on melee hit: * 15% chance to blind Damage (Melee): 0(-15) item light blind Damage when hit (Melee): 12(-) fire Changes stats: +2(-) Str / +3(-) Con Changes resistances penetration: +5%(-) light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Robe of Force (12 def, 8 armour) (Main armor)] Robe of Force (12 def, 8 armour)Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +12 (+6 eff.) (-) Changes stats: +3(-) Cun / +4(-) Wil Changes resistances: +15%(-) acid / +12%(-) physical Changes resistances penetration: +10%(-) mind / +10%(-) physical Changes damage: +5%(-) mind / +5%(-) physical Physical save: +10 (+7 eff.) (-) Mindpower: +8 (+4 eff.) (-) Mental crit. chance: +4% (-) It can be used to send out a range 5 beam of kinetic energy, dealing 34.06 to 42.57 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
movement infusion of the warrior (495% speed; 5 turns) movement infusion of the warrior (495% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 495% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 219 over 5 turns) regeneration infusion of the warrior (heal 219 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 219 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (41 cold damage; 20 apply power) biting gale rune (41 cold damage; 20 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 41.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (103 cold damage; 50 apply power) biting gale rune of the wizard (103 cold damage; 50 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 103.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 50. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Nightsong (On fingers, 1 of 2)] psionicist's copper ring of perseverancepsionicist's copper ring of perseverance Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun / +2 Wil Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +4 (+2 eff.) (-9 (-4 eff.)) Stun/Freeze immunity: +20% Life regen: +1.30 Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)] rogue's steel ring of sensingrogue's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) (+2 (+1 eff.)) Fatigue: +0% (+7%) Changes stats: +4(-2) Cun Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Blindness immunity: +23% Maximum stamina: +0.00 (-25.00) Infravision radius: +4 See stealth: +9 See invisible: +9 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Goryrath the steel longsword (15-21 power, 3 apr) (In main hand)] Blinddare the stralite greatmaul (68.5-102.75 power, 3 apr)This item will automatically be transmogrified when you leave the level. Blinddare the stralite greatmaul (68.5-102.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 68.5 - 102.8(+53.5 - +81.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-11) fire Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour penetration: +0 (-17) Physical crit. chance: +0.0% (-8.0%) Physical power: +0 (+0 eff.) (-2 (-1 eff.)) Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +0(-1) Dex / +0(-2) Mag Changes resistances penetration: +0%(-8%) physical Changes damage: +6% darkness / +0%(-9%) physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +0.00% (-14.00%) Stamina each turn: +0.00 (-0.40) Massive two-handed mauls. |
[vs. Goryrath the steel longsword (15-21 power, 3 apr) (In main hand)] dwarven-steel longsword 'Curespike' (23.5-32.9 power, 4 apr)dwarven-steel longsword 'Curespike' (23.5-32.9 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9(+8.5 - +11.9) Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (+1) Physical crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) On weapon crit: + cripple the target Damage (Melee): +4 nature Burst (radius 1) on hit: +12 mind / +0(-11) fire When wielded/worn: Armour penetration: +0 (-17) Physical crit. chance: +9.0% (+1.0%) Physical power: +0 (+0 eff.) (-2 (-1 eff.)) Changes stats: +0(-1) Dex / +0(-2) Mag Changes resistances penetration: +0%(-8%) physical Changes damage: +0%(-9%) physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +0.00% (-14.00%) Stamina each turn: +0.00 (-0.40) Maximum psi: +20.00 Heals friendly targets nearby when you use a nature summon: +10 Sharp, long, and deadly. |
[vs. Goryrath the steel longsword (15-21 power, 3 apr) (In main hand)] Cyrora (40-56 power, 6 apr)Cyrora (40-56 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0(+25.0 - +35.0) Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 (+3) Physical crit. chance: +7.0% (+4.0%) Attack speed: 111% (+11%) Damage (Melee): +25 mind Burst (radius 1) on hit: +0(-11) fire Burst (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +0 (-17) Physical crit. chance: +0.0% (-8.0%) Physical power: +0 (+0 eff.) (-2 (-1 eff.)) Changes stats: +3(+2) Dex / +0(-2) Mag Changes resistances: +5% arcane / +3% cold Changes resistances penetration: +0%(-8%) physical Changes damage: +0%(-9%) physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +0.00% (-14.00%) Spell save: +9 (+4 eff.) Stamina each turn: +0.00 (-0.40) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
[vs. Robe of Force (12 def, 8 armour) (Main armor)] Robes of Deflection (0 def, 7 armour)Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 (-1) Armour Hardiness: +30% Defense: +0 (+0 eff.) (-12 (-6 eff.)) Changes stats: +3 Mag / +0(-4) Wil / +0(-3) Cun / +3 Con Changes resistances: +0%(-15%) acid / +0%(-12%) physical Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-7 eff.)) Spellpower: +4 (+2 eff.) Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-4%) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
[vs. Robe of Force (12 def, 8 armour) (Main armor)] enlightening steel mail armour of the deep (2 def, 8 armour)enlightening steel mail armour of the deep (2 def, 8 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +2 (+1 eff.) (-10 (-5 eff.)) Fatigue: +14% Changes stats: +4(+1) Cun / +5(+1) Wil Changes resistances: +6%(-9%) acid / +6% cold / +0%(-12%) physical Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Allows you to breathe in: water Physical save: +0 (+0 eff.) (-10 (-7 eff.)) Mental save: +10 (+5 eff.) Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-4%) A suit of armour made of mail. |
[vs. Robe of Force (12 def, 8 armour) (Main armor)] Glorewen the Kindlecut (5 def, 11 armour)Glorewen the Kindlecut (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (+3) Defense: +5 (+2 eff.) (-7 (-4 eff.)) Fatigue: +24% Changes stats: +6 Str / +0(-3) Cun / +0(-4) Wil Changes resistances: +0%(-15%) acid / +7%(-5%) physical / +14% darkness / +3% mind / +12% light Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +3%(-2%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-7 eff.)) Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-4%) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
[vs. Robe of Force (12 def, 8 armour) (Main armor)] dwarven-steel plate armour of Eyal (5 def, 11 armour)dwarven-steel plate armour of Eyal (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (+3) Defense: +5 (+2 eff.) (-7 (-4 eff.)) Fatigue: +24% Changes stats: +0(-3) Cun / +0(-4) Wil Changes resistances: +0%(-15%) acid / +0%(-12%) physical Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-7 eff.)) Life regen: +1.20 Maximum life: +57.00 Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-4%) Healing mod.: +18% A suit of armour made of metal plates. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
68 alchemist agate 68 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Mayybrevea [power 38] (30 cooldown) (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Damage when hit (Melee): 15 blight Changes resistances: +0%(-6%) temporal Changes damage: +4% blight Maximum stamina: +0.00 (-10.00) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. Rungof's FangRungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen 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. |
[vs. alchemist's lamp 'Toryhad' (Light source)] bright brass lantern of healthbright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item blight disease Changes stats: +0(-6) Cun Changes resistances: +0%(-3%) blight Changes damage: +0%(-6%) blight / +0%(-15%) temporal Maximum life: +42.00 Light radius: +4 (+11) Infravision radius: +0 (-7) 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. |
[vs. Mayybrevea [power 38] (30 cooldown) (Tool)] Imp ClawImp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Changes resistances: +0%(-6%) temporal Maximum stamina: +0.00 (-10.00) Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 120.44 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap 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 Chest 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. |
5 amethyst 5 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. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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. |
6 zircon 6 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By Knight Solaire the Shalore Sun Paladin level 12
25th Dusk 122nd year of Ascendancy at 23:22 see stats
Exterminator
Killed 1000 creatures.By Knight Solaire the Shalore Sun Paladin level 16
15th Haze 122nd year of Ascendancy at 12:30 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Knight Solaire the Shalore Sun Paladin level 19
37th Regrowth 123rd year of Ascendancy at 10:08 see stats
Level 10
Got a character to level 10.By Knight Solaire the Shalore Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 11:35 see stats
Level 20
Got a character to level 20.By Knight Solaire the Shalore Sun Paladin level 20
43rd Regrowth 123rd year of Ascendancy at 23:55 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Knight Solaire the Shalore Sun Paladin level 3
6th Mirth 122nd year of Ascendancy at 23:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Knight Solaire the Shalore Sun Paladin level 11
18th Dusk 122nd year of Ascendancy at 07:09 see stats
The Arena
Unlocked Arena mode.By Knight Solaire the Shalore Sun Paladin level 11
8th Dusk 122nd year of Ascendancy at 03:19 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Knight Solaire the Shalore Sun Paladin level 18
63rd Haze 122nd year of Ascendancy at 19:08 see stats
The secret city
Discovered the truth about mages.By Knight Solaire the Shalore Sun Paladin level 15
10th Haze 122nd year of Ascendancy at 10:39 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Knight Solaire the Shalore Sun Paladin level 18
63rd Haze 122nd year of Ascendancy at 10:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Knight Solaire the Shalore Sun Paladin level 17
35th Haze 122nd year of Ascendancy at 15:30 see stats
Log
Mindworm receives 7 healing (9 psi heal).
Mindworm hits Knight Solaire for 13 mind, 8 lightning, 8 lightning, 249 mind (277 total damage).
Knight Solaire's regains its senses.
Knight Solaire casts Rune: Shielding.
A shield forms around Knight Solaire.
Knight Solaire casts Bathe in Light.
Mindworm feels pain again.
Mindworm uses Synaptic Static.
Your shield crumbles under the damage!
The shield around Knight Solaire crumbles.
Knight Solaire's spell attains critical power!
Knight Solaire is surging arcane power.
Mindworm damages himself through Martyrdom!
Mindworm converts some damage to Psi!
Knight Solaire hits Mindworm for (0 resonance), 0 to psi, 0 mind, (2 resonance), 1 to psi, 1 mind (2 total damage).
Mindworm hits Knight Solaire for (100 absorbed), 45 mind, 2 mind (46 total damage).
Mindworm receives 7 healing (9 psi heal).
Shield of Light hits Knight Solaire for 18 healing, 18 healing (0 total damage) [37 healing].
A shield forms around Knight Solaire.
A shield forms around Mindworm.
Mindworm receives 12 healing (14 psi heal) from Knight Solaire's healing light area effect.
Knight Solaire receives 23 healing from Knight Solaire's healing light area effect.
Knight Solaire casts Providence.
Mindworm uses Mind Sear.
Knight Solaire resists the mind attack!
Your shield crumbles under the damage!
The shield around Knight Solaire crumbles.
Saving game...
