











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Utility Supplies 1.3.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Forbidden Cults 1.5.9Official 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.
Better Item Description 1.5.10This 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 Embers of Rage 1.5.0Official Expansion!ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Improved Respec 1.5.10Uses version 1.5.10 LevelupDialog.lua as a base, but allows base stats to be respecced to 1 and unlearning of known categories. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 25 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 5 on the 1st Mirth 122nd year of Ascendancy at 03:40 0 / 7Killed by fire drake hatchling at level 11 on the 6th Dusk 122nd year of Ascendancy at 06:33 Killed by Irelle the human at level 16 on the 45th Dusk 122nd year of Ascendancy at 04:31 Killed by Urkis, the High Tempest at level 19 on the 4th Haze 122nd year of Ascendancy at 00:45 Killed by Layivea the elven warrior at level 24 on the 72nd Haze 122nd year of Ascendancy at 14:15 Killed by Emeliriata the elven blood mage at level 24 on the 72nd Haze 122nd year of Ascendancy at 18:31 Killed by elven corruptor at level 25 on the 74th Haze 122nd year of Ascendancy at 09:51 |
Primary Stats
| Strength | 72 (base 49) |
| Dexterity | 7.0090686299672 (base 10) |
| Constitution | 35 (base 10) |
| Magic | 59 (base 55) |
| Willpower | 35 (base 10) |
| Cunning | 44 (base 10) |
Resources
| Life | -171/1038 |
| Positive | 12/72 |
| Stamina | 219/234 |
| Psi | 119/125 |
| Healing Factor | 1.3229268292683 |
| Regeneration | 3.1088780487805 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Stealth | 5 |
| See Invisible | 14 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 25 |
| Crit Chance | 18% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +3% |
| Physical | +4% |
| Cold | +15% |
| Mind | +3% |
Offense: Damage Penetration
| Blight | +5% |
| Physical | +23% |
Defense: Base
| Armour (hardiness) | 47.416050405667 (76.629213483146%) |
| Defense | 39 |
| Ranged Defense | 45 |
| Fatigue | 29 |
| Physical Save | 31 |
| Spell Save | 42 |
| Mental Save | 40 |
Defense: Resistances
| Blight | + 43%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 70%( 70%) |
| All | + 39%( 70%) |
| Darkness | + 44%( 70%) |
| Light | + 52%( 70%) |
| Temporal | + 41%( 70%) |
| Mind | + 43%( 70%) |
| Physical | + 41%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 37% |
| Bleed Resistance | 100% |
| Knockback Resistance | 15% |
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 80% |
| Blind Resistance | 62% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 33 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 395 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 40 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 266 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse 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 teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Constitution stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Weapon of Wrath |
| detrimental effect | The target is on fire, taking 46.81 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 69.93 fire damage, and talent cooldowns are increased by 76% plus 1 turn. Burning Hex |
| beneficial effect | The target is out of phase with reality, increasing defense by 32, resist all by 32%, and reducing the duration of detrimental timed effects by 32%. Out of Phase |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 14 and doing 51.43 blight damage per turn. Decrepitude Disease |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Barazor. Escort: temporal explorer (level 3 of Old Forest) | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 49. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed ice wyrm tooth. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed snow giant kidney. * You've found the needed hummerhorn wing. 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 electric eel tail. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor Reqs Dex 16 [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Earihad (15/15, 14.5-20.3 power, 5 apr)3.0 T1 arrow ammo Reqs Dex 11 [Rare] Nature Power 14.5 - 20.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 15 Ranged+ +17 lightning +8 acid On Hit.r1 +4 acid On Crit.r2 +8 lightning +8 acid On Hit: * 40% chance to corrode armour by 30% Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Blindpython'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Resists +6% mind +12% light Max.HP +43.00 ---------- misc Light +4 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 | iron helm 'Nelerion' (6 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +5% Phys.save +6 (+3 eff.) Die.at -80.00 life Disarm- +20% Knockbk- +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Mayuda (0 def, 6 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Str +1 Wil dps ---------- Crit.mult +3.00% Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +6 Resists +3% physical HP.reg +0.60 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of mindblast 'Glegathra' [power 157] (6 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +8 Spell.save +30 (+10 eff.) Die.at -80.00 life Cut- +20% ---------- misc Talents +2 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 7 beam dealing 78.50 to 157.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +12 Cun +13 Wil dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +32 (+10 eff.) ----- def ----- Resists +3% temporal +6% darkness +5% arcane Def/telep +10 Res/telep +10% Dur/telep +10% Cannot be unequipped or rerolled until level 27. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Elylle the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Mag +3 Cun dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +3% mind ----- def ----- Defense +6 (+2 eff.) Fatigue -6% Blind- +28% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings can have magical properties. |
| Around neck | Deepspower the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +6% darkness Melee Ret 8 darkness On Hit (Melee): * 20 arcane resource burn * Slows global speed by 30% ----- def ----- Fatigue -5% Resists +9% light HP.reg +0.40 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
| In main hand | Aloldir the voratun mace (47-65.8 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 47.0 - 65.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +12 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +4 (+1 eff.) Res.pen +5% blight +23% physical Acc +7 (+3 eff.) Apr +6 ----- def ----- Resists +6% blight Disarm- +17% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Blunt and deadly. |
| Around waist | Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | Ce'Nadana the Shocksage (10 def, 2 armour, 47-56.4 power, 135 block)7.0 T4 shield armor [Rare] Nature When used to Attack: Power 47.0 - 56.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +135 Melee+ +20 lightning On Hit.r1 +16 fire While equipped: Stats +5 Str +3 Dex +3 Wil +6 Cun dps ---------- Melee+ 9 fire Melee Ret 11 fire ----- def ----- Armour +2 Defense +10 (+4 eff.) Rng.Def +10 (+3 eff.) Fatigue +6% ---------- misc See.Invis +9 Talents +4 Block Handheld deflection devices. |
| Cloak | linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Fulindur the steel plate armour (4 def, 15 armour)17.0 T2 massive armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +15 Defense +4 (+2 eff.) Fatigue +22% Resists +3% darkness +36% cold Spell.save +6 (+2 eff.) Max.HP +48.00 HP.reg +1.10 Heal.mod +14% ---------- misc Max.vim +30.00 A suit of armour made of metal plates. |
Inventory
7 infusion patches of clearing0.1 T1 infusion-patch scroll [Normal] Nature Cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
2 infusion patches of light healing0.1 T1 infusion-patch scroll [Normal] Nature Heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
shielding rune of the sneak (absorb 305 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 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 305 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the duelist (range 31)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 99)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 99 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 92)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 39 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 92 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 92)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 92 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
9 scrolls of phase door0.1 T1 scroll [Normal] Arcane Teleport randomly in a range of 15, with a minimum range of 3. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
10 scrolls of teleportation0.1 T2 scroll [Normal] Arcane Teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
scroll of controlled phase door0.1 T4 scroll [Normal] Arcane Teleport in a semi-controlled fashion in a range of 10. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
insulating copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% cold +11% fire Amulets can have magical properties. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +0.90 Stun/Frz- +23% Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings can have magical properties. |
sneakthief's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +14 (+7 eff.) Apr +8 ----- def ----- Defense +7 (+3 eff.) 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 3 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 90% 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 can have magical properties. |
warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +6 (+2 eff.) Confus- +22% Rings can have magical properties. |
warrior's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +4 Resists +22% darkness Rings can have magical properties. |
stralite ring0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 105.65 physical damage to all targets in line, and inflicting bleeding for another 52.82 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
River's Fury (23-32.2 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 13.72 cold damage and 12.41 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
balanced steel longsword of massacre (26.5-37.1 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +20% Sharp, long, and deadly. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
iron waraxe of erosion (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 nature +6 temporal One-handed war axes. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 234.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
crackling dwarven-steel shield of reflection (8 def, 2 armour, 28.5-34.2 power, 71.5 block)7.0 T3 shield armor [Ego+] Arcane When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +71 Melee+ +12 lightning While equipped: Stats +2 Dex dps ---------- On Melee Ret: * 10% chance to daze at end of turn ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +13% lightning +12% light +13% darkness ---------- misc Talents +3 Block Handheld deflection devices. |
Haraziladas (10 def, 2 armour, 43-51.6 power, 140 block)7.0 T4 shield armor [Rare] Nature When used to Attack: Power 43.0 - 51.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +140 Melee+ +18 cold +12 mind On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Melee+ 9 cold Dmg.mod +9% arcane Res.pen +15% mind Melee Ret 14 ice ----- def ----- Armour +2 Defense +10 (+4 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +15% mind ---------- misc Talents +4 Block Handheld deflection devices. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 34.39 to 42.99 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Mayewe1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +2 (+1 eff.) Apr +1 ----- def ----- Resists +3% physical Max.HP +33.00 HP.reg +0.20 ---------- misc Max.stam +5.00 A belt that goes around your waist. |
insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% cold +6% fire HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Dayswift (0 def, 8 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% light +3% fire Res.pen +10% light On Hit (Melee): * 15% chance to blind ----- def ----- Armour +8 Fatigue +2% Resists +12% fire ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane Acc +5 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
defender's rough leather cap of strength (+3) (4 def, 5 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +5 Defense +4 (+2 eff.) Fatigue +1% Resists +2% all Phys.save +5 (+3 eff.) A cap made of leather. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 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. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
325 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +4 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. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +2 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 97.95 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 97.95 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (90 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Togas the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+2 eff.) Acc +4 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Max.HP +20.00 ---------- misc Max.stam +15.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
rod of trap detection (1/1)2.0 rod charm [Normal] Unknown Detect traps in a radius of 25. Uses 10 power out of 10/10 A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
rod of trap detection (1/1)2.0 rod charm [Normal] Unknown Detect traps in a radius of 25. Uses 10 power out of 10/10 A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
rod of trap detection (1/1)2.0 rod charm [Normal] Unknown Detect traps in a radius of 25. Uses 10 power out of 10/10 A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
Xanawe the elven-wood wand of conjuration [power 379] (10 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: Stats +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Resists +5% arcane ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Wards +2 lightning +3 temporal +2 blight +4 fire +2 cold Talents +1 Ward +2 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 189 to 379 Puts all charms on 10 cooldown 100% to regenerate 7 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature 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. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Barazor the Ghoul Sun Paladin level 18
2nd Haze 122nd year of Ascendancy at 11:52 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Barazor the Ghoul Sun Paladin level 12
17th Dusk 122nd year of Ascendancy at 06:18 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Barazor the Ghoul Sun Paladin level 23
48th Haze 122nd year of Ascendancy at 19:01 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Barazor the Ghoul Sun Paladin level 16
50th Dusk 122nd year of Ascendancy at 04:52 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Barazor the Ghoul Sun Paladin level 19
4th Haze 122nd year of Ascendancy at 04:38 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Barazor the Ghoul Sun Paladin level 22
20th Haze 122nd year of Ascendancy at 11:00 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Barazor the Ghoul Sun Paladin level 10
6th Flare 122nd year of Ascendancy at 10:46 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Barazor the Ghoul Sun Paladin level 20
4th Haze 122nd year of Ascendancy at 04:38 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Barazor the Ghoul Sun Paladin level 16
47th Dusk 122nd year of Ascendancy at 20:06 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Barazor the Ghoul Sun Paladin level 24
72nd Haze 122nd year of Ascendancy at 10:33 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Barazor the Ghoul Sun Paladin level 8
1st Summertide 122nd year of Ascendancy at 17:39 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Barazor the Ghoul Sun Paladin level 8
1st Flare 122nd year of Ascendancy at 11:11 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Barazor the Ghoul Sun Paladin level 23
48th Haze 122nd year of Ascendancy at 20:20 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Barazor the Ghoul Sun Paladin level 17
50th Dusk 122nd year of Ascendancy at 13:54 see stats
Log
Barazor receives 11 healing from Shield of Light.
Kryl-Feijan casts Flame.
Barazor is on fire!
Kryl-Feijan hits Barazor for 140 fire damage.
Barazor receives 11 healing from Shield of Light.
Barazor's purging blight area effect hits Kryl-Feijan for 16 blight damage.
Barazor receives 11 healing from Shield of Light.
Kryl-Feijan's cleansing fire area effect hits Barazor for 44 fire damage.
Burning from Kryl-Feijan hits Barazor for 46 fire damage.
Shield of Light hits Barazor for 11 healing, 11 healing (0 total damage) [22 healing].
Decrepitude Disease from Elven corruptor hits Barazor for 39 blight damage.
Kryl-Feijan casts Soul Rot.
Kryl-Feijan's spell attains critical power!
Barazor's purging blight area effect hits Kryl-Feijan for 16 blight damage.
Barazor receives 11 healing from Shield of Light.
Kryl-Feijan's cleansing fire area effect hits Barazor for 44 fire damage.
Kryl-Feijan casts Blood Grasp.
Talent Shield Pummel is ready to use.
Burning from Kryl-Feijan hits Barazor for 46 fire damage.
Shield of Light hits Barazor for 11 healing, 11 healing (0 total damage) [22 healing].
Decrepitude Disease from Elven corruptor hits Barazor for 39 blight damage.
Kryl-Feijan receives 73 healing from Barazor.
Kryl-Feijan's Blood Grasp hits Barazor for 142 blight damage.
Barazor receives 11 healing from Shield of Light.
Barazor's purging blight area effect hits Kryl-Feijan for 16 blight damage.
Barazor's spell attains critical power!
Saving game...














































































































