










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official 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.
Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 21 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Music Ti at level 21 on the 52nd Dusk 122nd year of Ascendancy at 13:02 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 80 (base 49) |
| Willpower | 59 (base 32) |
| Cunning | 45 (base 21) |
Resources
| Life | -356/208 |
| Mana | 503/607 |
| Soul | 13/16 |
| Healing Factor | 1.1783363011315 |
| Regeneration | 6.1862655809404 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 5 |
| See Invisible | 14 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 19 |
| Crit Chance | 25% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Cold | +3% |
| All | 0% |
| Darkness | +41% |
| Temporal | +12% |
| Physical | +12% |
| Mind | +3% |
| Fire | +6% |
| Lightning | +18% |
Offense: Damage Penetration
| Physical | +15% |
| Darkness | +35% |
| Fire | +10% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 2 |
| Physical Save | 14 |
| Spell Save | 43 |
| Mental Save | 38 |
Defense: Resistances
| Darkness | + 43%( 70%) |
| Temporal | + 45%( 70%) |
| Lightning | + 47%( 70%) |
| Cold | + 34%( 70%) |
| All | + 32%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Stun Resistance | 43% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 500 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1155% for 10 turns (335 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 Horned Horror. * 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 |
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 the fox. He has given you some notes on the ingredients: * '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.' * You've found the needed red crystal shard. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 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 green worm. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 |
Equipment
| On feet | Umbrasage (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +20% darkness ----- def ----- Armour +3 Fatigue +2% Crit.chn- 5.00% Die.at -20.00 life Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Velilaith'2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Wil +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.mana +80.00 Light +4 See.Stealth +5 See.Invis +14 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 | mindwoven linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% darkness ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
| Tool | Yvolle the Stormblur [power 116] (15 cooldown) =LITRES=2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Dmg.mod +3% lightning +3% mind ----- def ----- Resists +6% lightning Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Smolderveil the steel ring0.1 T2 ring jewelry [Random Unique] Master While equipped: dps ---------- Dmg.mod +6% fire +3% cold Res.pen +10% fire Acc +9 (+4 eff.) Apr +7 Melee Ret 4 cold ----- def ----- Defense +8 (+4 eff.) Max.HP +20.00 HP.reg +3.00 Disarm- +20% Pinning- +22% Stun/Frz- +23% Knockbk- +20% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Rings make your fingers look great! |
| Around waist | Emiwen the Rainransom1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Defense +5 (+3 eff.) Resists +3% cold Phys.save +6 (+6 eff.) Max.HP +20.00 HP.reg +2.00 Heal.mod +15% A belt that goes around your waist. |
| In main hand | dragonbone vilestaff 'Cyrunn' (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +15 Wil +14 Cun dps ---------- Phys.crit +1.0% Spell.crit +5% Spell.pwr +23 (+6 eff.) S.pwr/crit +7 Dmg.mod +30% darkness +12% physical Res.pen +15% darkness +15% physical Apr +3 ----- def ----- Resists +6% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Emevea the Icewire (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Dex dps ---------- Spell.crit +2% Mind.crit +2% Spell.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +12% temporal Res.pen +5% cold Melee Ret 6 physical ----- def ----- Resists +12% temporal +9% all Spell.save +16 (+5 eff.) Mind.save +15 (+6 eff.) ---------- misc Max.stam +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +2 Mag +2 Wil +1 Cun ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Inventory
movement infusion (speed 448%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 448% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 249; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 249 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, temporal, darkness, fire, physical, cold)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: 3 lightning, 3 temporal, 3 darkness, 5 fire, 2 physical, 3 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 25; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 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 25%, your defense is increased by 25 and all your resistances by 25%. 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. |
shielding rune (absorb 121; dur 4; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 121 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
copper amulet of cunning (+3) =CUN+3=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
mule's steel ring of perseverance =STUNRES=0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Stun/Frz- +27% ---------- misc Max.enc +20 Rings make your fingers look great! |
rogue's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
rogue's steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% light ----- def ----- Defense +6 (+3 eff.) Resists +20% light Rings make your fingers look great! |
arcing dwarven-steel battleaxe of daylight (32-49 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +7 light Against +17% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 113 damage Massive two-handed battleaxes. |
acidic dwarven-steel dagger of massacre (28-36 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 188 damage over 5 turns and reducing armor and accuracy by 24 Sharp, short and deadly. |
hateful dwarven-steel greatmaul of massacre (48-71 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Master/Psionic Power 47.5 - 71.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +13 darkness Against +10% Living Massive two-handed mauls. |
Iveba the Shimmerwind (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Nature Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +20 cold +13 nature +4 darkness While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 22% Massive two-handed swords. |
yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +11 Con +11 Wil ----- def ----- Max.HP +57.00 Longbows are used to shoot arrows at your foes. |
steel longsword of erosion (16-22 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Nature Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 nature Sharp, long, and deadly. |
thorny mindstar (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
ash magestaff of power (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+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +16 (+4 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff (24-29 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+3 eff.) Dmg.mod +24% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kustir the rough leather belt =CUN+3 LITRES=1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Resists +5% lightning +6% temporal +3% light Mind.save +3 (+2 eff.) A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Ashonslaught the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +13% darkness Res.pen +10% darkness +25% fire ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning +15% darkness +3% mind Crit.chn- 10.00% Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindlady (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +10% light ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +12% cold Phys.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Max.HP +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinabrelaith (1 def, 0 armour) =CUN+6 CON+5=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +6 Cun +5 Con ----- def ----- Defense +1 (+1 eff.) Crit.chn- 5.00% ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galescar (1 def, 0 armour) =LITRES=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% acid ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning +6% light Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arenn the Chillnoon (2 def, 3 armour) =LITRES=2.0 T2 cloth armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +12% blight +3% cold +3% mind +10% lightning Res.pen +5% cold ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +12% blight +9% cold +15% lightning +9% all Phys.save +15 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Voidravager (0 def, 2 armour) =CON+3=2.0 T1 cloth armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +2 Resists +7% all Mind.save +6 (+3 eff.) Heal.mod +5% Poison- +22% Disease- +20% Confus- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Erydin (10 def, 12 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +12 Defense +10 (+5 eff.) Fatigue +3% Phys.save +6 (+6 eff.) Spell.save +3 (+1 eff.) Heal.mod +10% Silence- +20% Knockbk- +20% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Khelylin the pair of rough leather boots (0 def, 1 armour) =CUN+3=2.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Str +1 Mag +3 Wil +3 Cun +1 Con dps ---------- Dmg.mod +3% mind ----- def ----- Armour +1 Resists +9% mind Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Flamestreaker' (0 def, 1 armour) =DEX+7=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +7 Dex dps ---------- Dmg.mod +3% physical Res.pen +5% fire ----- def ----- Armour +1 Fatigue -5% Resists +2% physical Phys.save +6 (+6 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
pair of rough leather boots 'Gulrawyn' (0 def, 1 armour) =LITRES CON+1=2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Dex +1 Con dps ---------- Acc +15 (+7 eff.) ----- def ----- Armour +1 Resists +7% lightning +6% temporal Die.at -80.00 life A pair of boots made of leather. |
Loradar the dwarven-steel gauntlets (0 def, 2 armour) =CON+2=1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +5.0% Melee+ 10 acid Dmg.mod +5% acid +3% arcane Acc +15 (+7 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +2% physical Phys.save +3 (+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. |
Chalerogas the Hazeslicer (0 def, 5 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Wil +3 Cun +2 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +15% cold ----- def ----- Armour +5 Fatigue +3% Resists +6% cold ---------- misc Stam/turn +3.00 A cap made of leather. |
Quenchkarma (0 def, 1 armour) =CON+2=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +9% mind +12% cold ----- def ----- Armour +1 Fatigue +1% Resists +3% mind +3% cold A cap made of leather. |
Rimedeath the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature +3% cold ----- def ----- Defense +2 (+1 eff.) Resists +19% nature +2% physical Crit.chn- 15.00% Die.at -20.00 life Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
clarifying linen wizard hat (1 def, 0 armour) =CUN+3=2.0 T1 head armor [Ego] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
grounding rough leather cap of constitution (+3) (0 def, 1 armour) =CON+3=2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +7% temporal A cap made of leather. |
hardened leather cap 'Kilntorrent' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold +9% fire Res.pen +5% lightning +15% fire ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +8% temporal +12% fire A cap made of leather. |
linen wizard hat 'Hakhad' (1 def, 2 armour) =LITRES=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +25% lightning +1% physical +5% arcane +3% nature A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+3) (0 def, 1 armour) =DEX+3=2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Zanaharayon the Cloudsteel (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +10% lightning +5% fire +15% light ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +6% light Max.HP +37.00 A suit of armour made of mail. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +20% cold A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour) =CUN+3=9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 57.68 to 173.05 lightning damage (115.37 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% HP.reg +2.50 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% HP.reg +3.30 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% HP.reg +3.20 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
6 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. |
48 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
3 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. |
sapper's iron pickaxe (dig speed 30 turns) =CUN+2=3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Yvunor2.0 T1 lite [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% Dmg.mod +9% arcane Res.pen +20% physical Melee Ret 2 physical ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Hellpower' =CUN+3=2.0 T1 lite [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+3 eff.) Melee Ret 4 fire ----- def ----- Resists +3% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
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. |
Lisuvea (19/47, 30-36 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Master Power 30.0 - 36.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 47 Proj.spd +200% While equipped: ---------- misc Reload +7 Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of gale force 'Elarin' [power 230] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Cun +5 Str ----- def ----- Resists +3% blight Crit.chn- 10.00% Spell.save +6 (+2 eff.) ---------- misc Infravis +3 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 258 physical damage Puts all charms on 15 cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
yew wand of shielding 'Yvadarin' [power 272] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Apr +5 ----- def ----- Spell.save +3 (+1 eff.) Blind- +20% ---------- misc Max.stam +20.00 Light +2 See.Invis +6 Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 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. |
17 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. |
7 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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Music Ti the Shalore Necromancer level 10
3rd Summertide 122nd year of Ascendancy at 02:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Music Ti the Shalore Necromancer level 20
45th Dusk 122nd year of Ascendancy at 11:25 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Music Ti the Shalore Necromancer level 18
43rd Dusk 122nd year of Ascendancy at 08:14 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Music Ti the Shalore Necromancer level 12
6th Flare 122nd year of Ascendancy at 00:12 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Music Ti the Shalore Necromancer level 14
26th Dusk 122nd year of Ascendancy at 07:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Music Ti the Shalore Necromancer level 16
32nd Dusk 122nd year of Ascendancy at 07:10 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Music Ti deactivates Hiemal Shield.
Unstable sand tunnel hits Music Ti for (8 absorbed), 18 physical (18 total damage).
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!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Talent Ghost Walk is ready to use.
Music Ti casts Ghost Walk.
You do not have line of sight.
Music Ti starts suffocating to death!
Music Ti is suffocating.
Talent Rune: Shatter Afflictions is ready to use.
Music Ti unleashes a blast of frostdusk as she crosses the veil!
Music Ti the level 21 shalore necromancer suffocated to death on level 1 of Sandworm lair.






















































































































