











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 31 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by The Master at level 24 on the 47th Regrowth 123rd year of Ascendancy at 15:51 3 / 3Killed by ghoul at level 24 on the 47th Regrowth 123rd year of Ascendancy at 17:48 Killed by Inquisitor Islomira at level 31 on the 68th Haze 123rd year of Ascendancy at 08:02 |
Primary Stats
| Strength | 75 (base 47) |
| Dexterity | 54 (base 21) |
| Constitution | 65 (base 60) |
| Magic | 12 (base 10) |
| Willpower | 28 (base 17) |
| Cunning | 16 (base 10) |
Resources
| Life | 1116/1116 |
| Stamina | 235/235 |
| Healing Factor | 1.6841355335884 |
| Regeneration | 35.672856003742 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 57 |
| Crit Chance | 10% |
| APR | 52 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +10% |
| Temporal | +30% |
| Physical | +40% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Mind | +15% |
| Physical | +15% |
| Cold | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 66.723073231957 (96.438666929426%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 49 |
| Physical Save | 60 |
| Spell Save | 50 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 46%( 80%) |
| Blight | + 29%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 53%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 53%( 70%) |
| Physical | + 45%( 75%) |
| Lightning | + 32%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 20% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
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 539 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 343 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous 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. |
Class Talents
| Technique / Combat veteran | 1.50 |
| 4/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
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 Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by fire drake hatchling. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | 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 Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest 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 arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 faerlhing fang. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. 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 black mamba head. * You've found the needed pouch of bone giant dust. * You've found the needed storm wyrm claw. | 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! | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
| On feet | Winterbearer the pair of dwarven-steel boots (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes resistances: +26% acid / +10% cold / +16% fire / +6% nature / +20% lightning Changes resistances penetration: +20% cold Changes damage: +9% cold Spell save: +9 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Elutira' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +8 Str / +8 Dex / +2 Mag / +5 Wil / +6 Cun Changes resistances: +10% physical / +15% light / +15% darkness Physical save: +10 (+3 eff.) Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | BlackkillerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes stats: +1 Wil Changes resistances: +3% darkness Critical mult.: +10.00% Stun/Freeze immunity: +20% Life regen: +2.00 Equilibrium when hit: +0.04 Rings make your fingers look great! |
| On fingers | Adann the FiresnakeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex Changes resistances: +6% acid / +3% fire / +5% arcane / +15% cold Confusion immunity: +20% Rings make your fingers look great! |
| Around neck | savior's gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Critical mult.: +14.00% Physical save: +14 (+4 eff.) Spell save: +13 (+5 eff.) Mental save: +15 (+8 eff.) Amulets make your neck look great! |
| In main hand | Blade of Distorted Time (40-56 power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 32 temporal damage and slows enemies in radius 6 of the target by 42% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 10 power out of 10/10) : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
| Around waist | Eremugosus the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +25 (+8 eff.) Changes resistances: +5% fire / +14% cold Blindness immunity: +20% Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +30% A belt that goes around your waist. |
| In off hand | flaming stralite shield of fire resistance (+23%) (0 def, 8 armour, 52-63 power, 141.5 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.5 - 63.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 Damage (radius 1) on hit: +11 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 5 fire Changes resistances: +23% fire Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Hailradiance (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +16% blight / +6% cold / +15% nature Changes resistances penetration: +15% mind Mental save: +15 (+8 eff.) Life regen: +3.00 Psi when hit: +0.08 Mindpower: +20 (+9 eff.) Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Erelekalthodas the AbyssprideInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +6 Str Changes resistances: +5% arcane / +3% fire Changes resistances cap: +6% all Changes resistances penetration: +15% fire Changes damage: +15% arcane / +6% fire Talent mastery: +0.25 Wild-gift / Harmony Physical save: +18 (+5 eff.) Amulets make your neck look great! |
SunripperPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 6 light / 8 darkness Effects when hit in melee: * 6% chance to blind * 8% chance to reduce damage dealt by 18% Damage when hit (Melee): 4 nature Changes stats: +2 Wil / +3 Mag Changes resistances: +3% nature Changes resistances penetration: +15% fire Changes damage: +7% light / +7% darkness Mental save: +8 (+4 eff.) Confusion immunity: +12% Mindpower: +7 (+3 eff.) Amulets make your neck look great! |
clarifying gold amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +15% mind Confusion immunity: +25% Amulets make your neck look great! |
cleansing steel amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% nature / +11% blight Poison immunity: +24% Disease immunity: +24% Amulets make your neck look great! |
stabilizing gold amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +17% temporal Pinning immunity: +25% Knockback immunity: +25% Amulets make your neck look great! |
stabilizing stralite amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 18% * 9% chance to blind Changes resistances: +17% temporal Changes damage: +9% light / +8% darkness Pinning immunity: +36% Knockback immunity: +30% Amulets make your neck look great! |
starlit steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% light / +11% darkness Blindness immunity: +24% Amulets make your neck look great! |
warmaker's gold amulet of constitution (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +4 Con Amulets make your neck look great! |
warrior's steel amulet of mastery (0.16 Technique / Superiority)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.16 Technique / Superiority Stamina each turn: +0.30 Amulets make your neck look great! |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +20% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-3 turns) Barrier (-5 turns) Providence (-10 turns) Bathe in Light (-5 turns) Spellpower: +10 (+9 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 108.90 light damage in radius 5 (based on Magic) and lighting the area within radius 10 Activation costs 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Everpyre Blade (38-53 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Twilight's Edge (47-66 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+10 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
This item will automatically be transmogrified when you leave the level.pulsing mindstar of venom (13-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 acid Changes resistances: +11% acid Changes resistances penetration: +8% acid Changes damage: +9% acid Talent granted: +1 Attune Mindstar Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.magelord's ash magestaff of invocation (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 15 arcane Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +22.00 Spellpower: +17 (+12 eff.) Spell crit. chance: +2% It can be used to conjure elemental energy in a radius 4 cone, dealing 21.40 to 25.68 cold damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
This item will automatically be transmogrified when you leave the level.verdant silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +15% blight / +13% all Changes damage: +22% nature Poison immunity: +28% Disease immunity: +28% Life regen: +2.70 Maximum life: +74.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Sparktrial' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 blight Changes resistances: +11% fire / +10% cold Changes resistances penetration: +10% lightning Spell save: +15 (+5 eff.) Maximum mana: +60.00 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +3 Str / +2 Con Maximum encumbrance: +25 Physical save: +7 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chorach (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 17% Damage (Melee): 11 cold Damage when hit (Melee): 2 mind Changes resistances: +9% mind / +9% cold Changes resistances penetration: +10% mind Changes damage: +21% acid / +11% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of spellstriking (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Fatigue: +3% Damage (Melee): 7 arcane Changes stats: +6 Mag / +5 Wil Changes resistances: +3% arcane Changes damage: +5% arcane Mental save: +8 (+4 eff.) Maximum life: +48.00 Spellpower: +5 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Arawe (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 48% Changes stats: +3 Dex Changes resistances: +8% cold Allows you to breathe in: water Reduces incoming crit damage: 15.00% Mental save: +6 (+3 eff.) Equilibrium when hit: +0.04 Infravision radius: +3 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Salerikira the Daygore (3 def, 21 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +21 Defense: +3 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 acid Changes resistances: +15% acid / +7% physical / +3% light Physical save: +12 (+3 eff.) A suit of armour made of mail. |
radiant voratun mail armour of implacability (5 def, 16 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +2 Wil Changes resistances: +15% blight / +10% darkness Physical save: +8 (+2 eff.) Light radius: +1 A suit of armour made of mail. |
impenetrable stralite plate armour of resilience (0 def, 23 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +23 Fatigue: +22% Maximum life: +37.00 A suit of armour made of metal plates. |
radiant dwarven-steel plate armour of the deep (0 def, 14 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Fatigue: +22% Changes stats: +1 Wil Changes resistances: +5% acid / +8% cold / +15% darkness / +16% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
81 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
11 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
preserving alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight / +3% all Spell save: +7 (+3 eff.) Life regen: +4.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By muhammad the Cornac Bulwark level 28
69th Pyre 123rd year of Ascendancy at 17:52 see stats
Against all odds
Killed Ukruk in the ambush.By muhammad the Cornac Bulwark level 26
61st Pyre 123rd year of Ascendancy at 10:31 see stats
Brave new world
Went to the Far East and took part in the war.By muhammad the Cornac Bulwark level 31
59th Haze 123rd year of Ascendancy at 07:16 see stats
Destroyer's bane
Killed Golbug the Destroyer.By muhammad the Cornac Bulwark level 29
1st Flare 123rd year of Ascendancy at 17:39 see stats
Earth Master
Killed Harkor'Zun.By muhammad the Cornac Bulwark level 18
6th Decay 122nd year of Ascendancy at 14:08 see stats
Exterminator
Killed 1000 creatures.By muhammad the Cornac Bulwark level 19
12nd Regrowth 123rd year of Ascendancy at 22:27 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By muhammad the Cornac Bulwark level 21
17th Regrowth 123rd year of Ascendancy at 07:45 see stats
Level 10
Got a character to level 10.By muhammad the Cornac Bulwark level 10
7th Mirth 122nd year of Ascendancy at 20:10 see stats
Level 20
Got a character to level 20.By muhammad the Cornac Bulwark level 20
13rd Regrowth 123rd year of Ascendancy at 03:30 see stats
Level 30
Got a character to level 30.By muhammad the Cornac Bulwark level 30
1st Flare 123rd year of Ascendancy at 17:39 see stats
Size matters
Did over 600 damage in one attack.By muhammad the Cornac Bulwark level 21
39th Regrowth 123rd year of Ascendancy at 07:46 see stats
Sliders
Activated a portal using the Orb of Many Ways.By muhammad the Cornac Bulwark level 30
1st Flare 123rd year of Ascendancy at 23:18 see stats
The secret city
Discovered the truth about mages.By muhammad the Cornac Bulwark level 13
2nd Flare 122nd year of Ascendancy at 20:03 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By muhammad the Cornac Bulwark level 29
3rd Summertide 123rd year of Ascendancy at 12:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By muhammad the Cornac Bulwark level 18
6th Decay 122nd year of Ascendancy at 05:36 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By muhammad the Cornac Bulwark level 25
60th Pyre 123rd year of Ascendancy at 00:39 see stats
Log
Muhammad is dazed!
Muhammad is free from the hex.
Muhammad is not dazed anymore.
Muhammad has recovered!
Inquisitor Islomira receives 53 healing from Inquisitor Islomira's Blood Grasp.
Inquisitor Islomira's Blood Grasp hits muhammad for 170 blight damage.
Muhammad uses Shield Pummel.
muhammad performs a melee critical strike against Inquisitor Islomira!
Inquisitor Islomira is stunned!
muhammad hits Inquisitor Islomira for (389 to bones), 0 physical, 11 fire, 15 light, 20 fire, 809 physical, 11 fire, 15 light, 20 fire (903 total damage).
muhammad hits Ghoulking for 35 light, 24 fire, 35 light, 24 fire (118 total damage).
Ghoul receives 80 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits muhammad for 31 blight damage.
Ghoul's purging blight area effect hits Inquisitor Islomira for 36 blight damage.
Ghoul receives 80 healing from Ghoul's purging blight area effect.
Tortured Mass Belaranor casts Worm Rot.
Muhammad shrugs off Tortured Mass Belaranor's 'Worm Rot'!
Inquisitor Islomira casts Soul Rot.
Inquisitor Islomira's spell attains critical power!
Ghoul slows down.
Inquisitor Islomira roars triumphantly.
Inquisitor Islomira's Soul Rot hits muhammad for 166 blight damage.
muhammad the level 31 cornac bulwark was tainted to death by Inquisitor Islomira on level 1 of Hidden Vault - Rak'shor Pride (1).
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Inquisitor Islomira's Soul Rot killed muhammad!
Saving game...
Saving done.

























































































