
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Race: Banshee 1.6.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Inferno Race Pack 1.7.0Adds a collection of my races. 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:
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:
Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Possessor Bonus Class 1.7.4Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Start Selector 1.5.5Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class. After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc): Sunwall. (Celestial Human/Elf Start) Notes: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 28 / 5% |
| Size | big |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 20th Haze 122nd year of Ascendancy at 12:47 0 / 8Killed by enthralled slave at level 13 on the 55th Haze 122nd year of Ascendancy at 07:10 Killed by Xeruratira the Guardian at level 17 on the 63rd Regrowth 123rd year of Ascendancy at 17:18 Killed by Alma at level 20 on the 52nd Pyre 123rd year of Ascendancy at 03:34 Killed by Beletta the grave wight at level 21 on the 65th Pyre 123rd year of Ascendancy at 00:33 Killed by Salynor the mean looking elven guard at level 27 on the 6th Dusk 123rd year of Ascendancy at 09:28 Killed by Celia at level 28 on the 28th Dusk 123rd year of Ascendancy at 14:57 Killed by Celia at level 28 on the 28th Dusk 123rd year of Ascendancy at 14:57 |
Primary Stats
| Strength | 73 (base 44) |
| Dexterity | 13 (base 10) |
| Constitution | 49 (base 26) |
| Magic | 84 (base 60) |
| Willpower | 25 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -159/744 |
| Positive | 22/131 |
| Stamina | 228/228 |
| Healing Factor | 1.5132873839944 |
| Regeneration | 9.4580461499651 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 133 |
| Accuracy | 42 |
| Crit Chance | 16% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Acid | +15% |
| Light | 0% |
| Nature | +18% |
| Darkness | +5% |
| Physical | +13% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 58 (65%) |
| Defense | 29 |
| Ranged Defense | 35 |
| Fatigue | 30 |
| Physical Save | 49 |
| Spell Save | 43 |
| Mental Save | 13 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 28%( 70%) |
| All | + 24%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 33%( 70%) |
| Lightning | + 34%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Pinning Resistance | 17% |
| Knockback Resistance | 100% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 44% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 473 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 216 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 523% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Celestial / Combat | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by skeleton mage. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by giant acid ant. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom... | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 within6 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 | Horig the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +1 Dex +5 Con offense ------ Critical power +15.00% Damage +8% physical defense ------ Armor +3 Resistance +3% darkness Healmod +20% other ------- Stamina/turn +3.00 Size +1 A pair of boots made of leather. |
| Light source | ethereal alchemist's lamp of the moons0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +6 (+2 eff.) Damage +5% darkness defense ------ Resistance +10% light Affinity +5% darkness other ------- Light +6 Infravision +3 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 153.27 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Bloomsaw the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 lightning Damage +3% lightning +3% nature Ignore resists +10% light +15% nature defense ------ Armor +2 Resistance +7% lightning +6% light +15% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged elven-wood wand of shielding [power 494] (24 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold emerald ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +3 Resistance +3% all Rings make your fingers look great! |
| On fingers | Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | Yvisetha0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +11 Str +4 Mag +3 Wil +4 Con defense ------ Resistance +22% light +26% darkness Blind Resist +44% other ------- See Invisibility +18 Amulets make your neck look great! |
| In main hand | acidic stralite longsword of vileness (30-42 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego] Arcane Weapon Damage 30.0 - 42.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +13 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 26 On Critical: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 Sharp, long, and deadly. |
| Around waist | Hurinik the Deepsraze1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str offense ------ Critical power +20.00% defense ------ Resistance +6% acid +3% darkness +6% fire +5% cold +6% lightning Physical save +12 (+4 eff.) other ------- Max stamina +10.00 A belt that goes around your waist. |
| In off hand | Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 57.0 - 68.4 Stunning fire Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +7.0% Block +235 Damage Conversion 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: offense ------ Spellpower +8 (+3 eff.) When Hit 24 darkness 24 fire defense ------ Armor +18 Defense +8 (+4 eff.) Ranged Defense +12 (+5 eff.) Fatigue +25% Resistance +20% darkness +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +2 Dex offense ------ Accuracy +5 (+2 eff.) Ignore Armor +4 defense ------ Defense +2 (+1 eff.) Resistance +16% darkness +12% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +10% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (250.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 250.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 219; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 218.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
wanderer's gold amulet of healing0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +5 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 Healmod +12% Cut Resist +50% other ------- Stamina/turn +0.50 Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 205 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
chilling stralite greatsword (48-78 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego] Arcane Weapon Damage 48.5 - 77.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +21 cold Massive two-handed swords. |
stralite greatsword of torment (46-73 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Psionic Weapon Damage 45.5 - 72.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed swords. |
mighty hardened leather sling of acid4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +7 acid While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) Damage +12% acid Slings are used to hurl stones or metal shots at your foes. |
warden's hardened leather sling of true flight4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: Stats +3 Mag offense ------ Physical Crit +7.0% Damage +6% temporal +9% physical Ignore resists +7% temporal +8% physical Accuracy +7 (+2 eff.) other ------- Reload +2 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
mighty steel steamgun of acid4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +9 acid Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +8 (+2 eff.) Damage +10% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown dwarven-steel steamgun of lightning4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Nature/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +7 lightning On Hit: 10% Overgrowth level 3 Uses 2.0 Steam While equipped: offense ------ Damage +10% lightning defense ------ Life Regen +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Boltgasher (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: offense ------ Damage +24% lightning defense ------ Defense +2 (+1 eff.) Resistance +18% lightning +5% arcane Spell save +9 (+3 eff.) Mind save +8 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+2 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.0 Power cost 50 out of 50/50. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
murderer's kruk cloak of the Shaloren (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: Stats +2 Dex +2 Mag +2 Wil +1 Cun offense ------ Accuracy +3 (+1 eff.) Ignore Armor +4 A stylish kruk-style cloak, to look awesome. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 25.31 to 31.64 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. |
shimmering Rags of the Sanctuary of time (+12%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: offense ------ Damage +11% arcane +12% temporal defense ------ Resistance +7% all +12% temporal other ------- Max mana +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beyfast the Scorpionsting (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +3 Cun +4 Con offense ------ Ignore resists +5% nature +10% acid defense ------ Armor +3 Fatigue +3% Crit Resistance 15.00% Pinning Resist +20% Knockbk Resist +20% A cap made of leather. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.41 to 82.23 lightning damage (54.82 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
clarifying cashmere wizard hat of the sentry (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Arcane/Psionic While equipped: Stats +2 Cun defense ------ Defense +2 (+1 eff.) Mind save +9 (+8 eff.) other ------- Infravision +4 See Stealth +11 See Invisibility +9 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 46% and attempts to push all creatures other than yourself out of its radius, inflicting 9.19 light damage and 9.65 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
impenetrable dwarven-steel mail armour of Eyal (3 def, 13 armour)14.0 Encumbrance T3 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +13 Defense +3 (+1 eff.) Fatigue +12% Life +35.00 Life Regen +2.00 Healmod +14% A suit of armour made of mail. |
Rogue Plight (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+3 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
hardened leather armour of delving (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +4 Str defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +13% darkness +9% physical other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
hardened leather armour of resilience (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Life +27.00 A suit of armour made of leather. |
rejuvenating reinforced leather armour of stability (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Nature/Master While equipped: defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +8% physical Physical save +17 (+6 eff.) Life Regen +3.60 other ------- Stamina/turn +1.20 A suit of armour made of leather. |
rejuvenating reinforced leather armour of the deep (12 def, 10 armour)9.0 Encumbrance T4 light armor [Ego+] Nature While equipped: defense ------ Armor +10 Defense +12 (+6 eff.) Fatigue +8% Resistance +7% acid +5% cold Life Regen +4.30 other ------- Stamina/turn +1.80 Breathe water A suit of armour made of leather. |
Polished Disc (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Arcane When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 50% Mag, 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 light While equipped: offense ------ When Hit 10 light defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +10% light other ------- Talents +1 Block Its either a mirror, or the shield of a Sun Paladin that liked polishing too much. |
coruscating dwarven-steel shield (0 def, 6 armour, 28-33 power, 80 block)7.0 Encumbrance T3 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 27.5 - 33.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 On-hit +12 fire While equipped: Stats +1 Str offense ------ When Hit 5 fire defense ------ Armor +6 Fatigue +8% Resistance +13% fire other ------- Talents +1 Block Handheld deflection devices. |
7 agate0.0 Encumbrance 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. |
205 alchemist agate0.0 Encumbrance 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. |
3 onyx0.0 Encumbrance 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. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+6 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Morbusreign (dig speed 28 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Ignore resists +5% cold +20% darkness +10% nature When Hit 8 nature On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Fatigue -6% Resistance +6% cold While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp of the moons1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Damage +5% darkness defense ------ Resistance +7% light Affinity +5% darkness other ------- Light +4 Infravision +3 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 153.27 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
barbed pouch of dwarven-steel shots (19/19, 42-51 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Master Weapon Damage 42.5 - 51.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +14.0% Capacity 19 On Critical: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots of erosion (16/18, 40-47 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Nature/Master Weapon Damage 39.5 - 47.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 18 On-ranged-hit +8 nature On Critical: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
blazing pouch of stralite shots (19/20, 44-53 power, 5 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego] Nature Weapon Damage 44.5 - 53.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 On-ranged-hit +9 fire On-crit, radius 2 +9 fire Shots are used with slings to pummel your foes to death. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
powerful elven-wood wand of shielding [power 350] (20 cooldown)2.0 Encumbrance T4 wand charm [Ego] Arcane Create a shield absorbing up to 350 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Alma the Cornac Sun Paladin level 11
54th Dusk 122nd year of Ascendancy at 19:32 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Alma the Cornac Sun Paladin level 23
8th Flare 123rd year of Ascendancy at 16:28 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Alma the Cornac Sun Paladin level 21
66th Pyre 123rd year of Ascendancy at 07:20 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alma the Cornac Sun Paladin level 23
3rd Summertide 123rd year of Ascendancy at 22:24 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Alma the Cornac Sun Paladin level 21
65th Pyre 123rd year of Ascendancy at 00:24 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 Alma the Cornac Sun Paladin level 27
15th Dusk 123rd year of Ascendancy at 08:29 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Alma the Cornac Sun Paladin level 10
26th Dusk 122nd year of Ascendancy at 15:00 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Alma the Cornac Sun Paladin level 20
26th Pyre 123rd year of Ascendancy at 05:27 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Alma the Cornac Sun Paladin level 8
25th Dusk 122nd year of Ascendancy at 10:35 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Alma the Cornac Sun Paladin level 20
52nd Pyre 123rd year of Ascendancy at 18:12 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Alma the Cornac Sun Paladin level 23
6th Flare 123rd year of Ascendancy at 20:04 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Alma the Cornac Sun Paladin level 11
28th Dusk 122nd year of Ascendancy at 08:08 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Alma the Cornac Sun Paladin level 17
18th Regrowth 123rd year of Ascendancy at 09:22 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Alma the Cornac Sun Paladin level 11
10th Haze 122nd year of Ascendancy at 01:28 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Alma the Cornac Sun Paladin level 17
17th Regrowth 123rd year of Ascendancy at 12:08 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Alma the Cornac Sun Paladin level 26
4th Dusk 123rd year of Ascendancy at 03:18 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Alma the Cornac Sun Paladin level 17
6th Regrowth 123rd year of Ascendancy at 18:10 see stats
Log
Bane of Blindness from Celia hits Alma for 97 cold damage.
Rime Wraith from Celia hits Alma for 116 cold damage.
Shield of Light hits Alma for 20 healing, 20 healing, 20 healing, 20 healing, 20 healing (0 total damage) [102 healing].
Spikes of Decrepitude hits Alma for 51 cold, 51 cold (102 total damage).
Something hits Alma for 129 cold, 129 cold (259 total damage).
Bane of Blindness from Celia hits Alma for 90 cold damage.
Alma receives 20 healing from Shield of Light.
Rime Wraith from Celia hits Alma for 103 cold damage.
Alma deactivates Second Life.
Alma has been healed by a blast of positive energy!
Shield of Light hits Alma for 20 healing, 20 healing, 20 healing (0 total damage) [61 healing].
Alma receives 348 healing.
Spikes of Decrepitude hits Alma for 48 cold, 0 cold (48 total damage).
Bane of Blindness from Celia hits Alma for 111 cold damage.
Alma uses Infusion: Healing.
Alma receives 327 healing from Infusion: Healing.
Alma casts Brandish.
Alma uses Shield Pummel.
Shield of Light hits Alma for 20 healing, 20 healing (0 total damage) [41 healing].
Something hits Alma for 47 cold, 47 cold (95 total damage).
Alma receives 20 healing from Shield of Light.
Rime Wraith from Celia hits Alma for 127 cold damage.
Alma feels death coming!
Shield of Light hits Alma for 20 healing, 20 healing, 20 healing, 20 healing (0 total damage) [81 healing].
Spikes of Decrepitude hits Alma for 58 cold, 58 cold (117 total damage).
Something hits Alma for 159 cold, 727 cold (886 total damage).
Alma the level 28 cornac sun paladin was iced to death by Celia on level 2 of Last Hope Graveyard.
Saving game...
Saving done.








































































































