Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 | 
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
 Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Steamtech UI 1.1.4 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Shalore | 
| Class | Sun Paladin | 
| Level / Exp | 16 / 31% | 
| Size | medium | 
| Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 78th Pyre 122nd year of Ascendancy at 23:260 / 6 Killed by Lady Zoisla the Tidebringer at level 4 on the 79th Pyre 122nd year of Ascendancy at 01:36 Killed by elven tempest at level 10 on the 6th Flare 122nd year of Ascendancy at 08:33 Killed by Rear the dwarf at level 14 on the 74th Dusk 122nd year of Ascendancy at 14:26 Killed by Ianlle the halfling at level 14 on the 74th Dusk 122nd year of Ascendancy at 16:00 Killed by Zubeta the rattlesnake at level 16 on the 38th Haze 122nd year of Ascendancy at 07:30 | 
Primary Stats
| Strength | 41 (base 28) | 
| Dexterity | 14 (base 10) | 
| Constitution | 26 (base 16) | 
| Magic | 38 (base 34) | 
| Willpower | 19 (base 10) | 
| Cunning | 26 (base 19) | 
Resources
| Life | -25/483 | 
| Positive | 53/65 | 
| Stamina | 159/167 | 
| Healing Factor | 1.7724489795918 | 
| Regeneration | 0.44311224489795 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -50% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 5 | 
| See Stealth | 25.823515768852 | 
| See Invisible | 25.823515768852 | 
Offense: Mainhand
| Damage | 42 | 
| Accuracy | 19 | 
| Crit Chance | 22% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 31 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 32.416050405667 (76.629213483146%) | 
| Defense | 16 | 
| Ranged Defense | 22 | 
| Fatigue | 17 | 
| Physical Save | 24 | 
| Spell Save | 19 | 
| Mental Save | 31 | 
Defense: Resistances
| All | + 4%( 70%) | 
Defense: Immunities
| Pinning Resistance | 20% | 
| Bleed Resistance | 5% | 
| Confusion Resistance | 21% | 
| Poison Resistance | 5% | 
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. | 
Class Talents
| Technique / Combat veteran | 1.10 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Crusader | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Technique / Shield offense | 1.10 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Two-handed assault | 1.10 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.10 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Weapon of Light | 
| talent | Chant of Fortitude | 
| beneficial effect | The target is under protection, removing one negative effect per turn.Providence | 
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown.Stunned | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns).Infusion Saturation | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You successfully escorted the injured seer to the recall portal on level 3 of Trollmire.Escort: injured seer (level 3 of Trollmire) As a reward you improved Magic by +2. | done | 
| You failed to protect the injured seer from death by Glona the fire drake hatchling.Escort: injured seer (level 4 of Old Forest) | failed | 
| You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire.Escort: lost anorithil (level 2 of Trollmire) As a reward you improved Cunning by +2. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul.Escort: repented thief (level 2 of Ruins of Kor'Pul) As a reward you improved talent Heightened Senses (+1 level(s)). | done | 
| You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul.Escort: worried loremaster (level 1 of Ruins of Kor'Pul) As a reward you improved Cunning by +2. | done | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest.Escort: worried loremaster (level 2 of Old Forest) As a reward you improved Cunning by +2. | 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 treasure It 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 darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| 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 Invaders Locate 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 Fortress With 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 city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe 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 within 3 lumberjacks have died. | 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 | pair of iron boots 'Rainbolt' (0 def, 3 armour)pair of iron boots 'Rainbolt' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes resistances penetration: +10% nature Changes damage: +21% nature Spellpower: +4 (+2 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 PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (67 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head | prismatic rough leather cap of constitution (+2) (0 def, 1 armour)prismatic rough leather cap of constitution (+2) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +10% light / +11% darkness A cap made of leather. | 
| Tool | ash totem of healing 'Lustreglory' [power 107]  (20 cooldown)ash totem of healing 'Lustreglory' [power 107]  (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +4 Str Changes resistances: +6% light Changes damage: +6% light Light radius: +3 It can be used to heal a target within range 6 (based on Willpower) for 107, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. | 
| On fingers | titan's copper ringtitan's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. | 
| On fingers | warrior's copper ring of corrosion (+22%)warrior's copper ring of corrosion (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. | 
| Around waist | Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. | 
| In main hand | hateful dwarven-steel greatsword of erosion (150% power, 2 apr)hateful dwarven-steel greatsword of erosion (150% power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 150% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 temporal / +13 nature / +10 darkness Damage against: +7% Living Massive two-handed swords. | 
| On hands | iron gauntlets 'Islowen' (9 def, 1 armour)iron gauntlets 'Islowen' (9 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Defense: +9 (+6 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +3 Str Changes resistances: +2% physical / +9% cold Poison immunity: +5% Cut immunity: +5% Pinning immunity: +20% Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)Thalore-Wood Cuirass (4 def, 12 armour) Requires: - Strength 24 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+4 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. | 
| Cloak | Khelylevon the Torchprophet (2 def, 0 armour)Khelylevon the Torchprophet (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +2 Str / +2 Con Changes resistances: +12% blight / +3% fire Changes resistances penetration: +10% blight / +10% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck | clarifying copper amulet of strength (+3)clarifying copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% mind Confusion immunity: +21% Amulets can have magical properties. | 
Inventory
| regeneration infusion (heal 60 over 5 turns)regeneration infusion (heal 60 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| sun infusion of the psychic (rad 5; power 31; turns 5; dispels darkness)sun infusion of the psychic (rad 5; power 31; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 15). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 31) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion (resist 19%; cure magical)wild infusion (resist 19%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion (resist 16%; cure mental)wild infusion (resist 16%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion of the duelist (resist 11%; cure mental, magical)wild infusion of the duelist (resist 11%; cure mental, magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| wild infusion of the warrior (resist 14%; cure physical)wild infusion of the warrior (resist 14%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| phase door rune of the wizard (range 8; power 22; dur 4)phase door rune of the wizard (range 8; power 22; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| psionicist's copper ringpsionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.psionicist's gold ring psionicist's gold ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings can have magical properties. | 
| psionicist's steel ringpsionicist's steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings can have magical properties. | 
| savior's copper ring of light (+20%)savior's copper ring of light (+20%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Rings can have magical properties. | 
| steel ring of perseverancesteel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +26% Life regen: +1.20 Rings can have magical properties. | 
| titan's copper ringtitan's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. | 
| steel battleaxe 'Zubivena' (128% power, 2 apr)steel battleaxe 'Zubivena' (128% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 128% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 nature / +12 temporal When wielded/worn: Changes resistances: +3% mind / +3% physical Changes resistances penetration: +10% physical Changes damage: +6% mind Critical mult.: +6.00% Healing mod.: +15% Massive two-handed battleaxes. | 
| This item will automatically be transmogrified when you leave the level.steel dagger (105% power, 6 apr) steel dagger (105% power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. | 
| Ragodar (118% power, 1 apr)Ragodar (118% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 118% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning / +8 blight Burst (radius 2) on crit: +4 mind When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances: +12% mind Changes damage: +3% blight Massive two-handed mauls. | 
| This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword 'Islonne' (143% power, 2 apr) dwarven-steel greatsword 'Islonne' (143% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 143% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid / +12 mind When wielded/worn: Changes stats: +2 Mag / +2 Wil Maximum vim: +50.00 Mental crit. chance: +2% Massive two-handed swords. | 
| This item will automatically be transmogrified when you leave the level.steel longsword (108% power, 3 apr) steel longsword (108% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. | 
| This item will automatically be transmogrified when you leave the level.steel mace (111% power, 3 apr) steel mace (111% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Blunt and deadly. | 
| This item will automatically be transmogrified when you leave the level.vined mindstar (88% power, 18 apr, nature damage) vined mindstar (88% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 88% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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.cured leather sling of acid cured leather sling of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +7 acid When wielded/worn: Changes damage: +9% acid Slings are used to hurl stones or metal shots at your foes. | 
| dragonbone magestaff 'Cracklewrack' (136% power, 6 apr, arcane element)dragonbone magestaff 'Cracklewrack' (136% power, 6 apr, arcane element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +8 lightning When wielded/worn: Defense: +24 (+14 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +5 Con Changes resistances: +9% acid Changes damage: +30% arcane Talent granted: +1 Command Staff Spell save: +20 (+10 eff.) Life regen: +1.70 Spellpower: +25 (+11 eff.) Spell crit. chance: +5% Light radius: +7 Healing mod.: +10% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 22.47 light damage. Staves designed for wielders of magic, by the greats of the art. | 
| Fogdash the linen cloak (1 def, 0 armour)Fogdash the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes stats: +1 Str / +2 Con Changes resistances: +9% mind Changes resistances penetration: +15% darkness Changes damage: +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| linen cloak of Iron Throne (1 def, 0 armour)linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| pair of iron boots 'Chargestreak' (0 def, 3 armour)pair of iron boots 'Chargestreak' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 8 mind Changes stats: +1 Cun / +1 Wil Changes resistances penetration: +5% lightning Changes damage: +12% mind Critical mult.: +5.00% Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| This item will automatically be transmogrified when you leave the level.scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 11.70 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. | 
| Spellhunt Remnants (1 def, 2 armour)Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. | 
| blighted iron gauntlets of dexterity (+2) (0 def, 1 armour)blighted iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Damage (Melee): 6 blight Changes stats: +2 Dex Changes resistances: +6% blight Changes damage: +4% blight Metal gloves protecting the hands up to the middle of the lower arm. | 
| Nerulrakira the rough leather cap (0 def, 1 armour)Nerulrakira the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 mind Changes resistances: +7% cold Grants telepathy: Dragon Allows you to breathe in: water Psi when hit: +0.04 Mental crit. chance: +3% A cap made of leather. | 
| iron helm of dexterity (+2) (0 def, 3 armour)iron helm of dexterity (+2) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| rough leather cap of strength (+2) (0 def, 1 armour)rough leather cap of strength (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str A cap made of leather. | 
| This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of resilience (3 def, 8 armour) dwarven-steel mail armour of resilience (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Maximum life: +20.00 A suit of armour made of mail. | 
| This item will automatically be transmogrified when you leave the level.Layeth (16/16, 146% power, 11 apr) Layeth (16/16, 146% power, 11 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 146% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Temporal Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Crit. chance: +2.0% Capacity: 16 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Travel speed: +200% Damage (Ranged): +12 light Burst (radius 1) on hit: +12 physical Damage against: +17% Undead When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. | 
| 3 agate3 agate 0.00 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. | 
| 2 opal2 opal 0.00 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. | 
| topaztopaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| iron pickaxe of endurance (dig speed 39 turns)iron pickaxe of endurance (dig speed 39 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| iron pickaxe of endurance (dig speed 37 turns)iron pickaxe of endurance (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| emeraldemerald 0.00 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. | 
| 5 spinel5 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. | 
| Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 30.94 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 30.94 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
| Crystal FocusCrystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| Rod of Annulment (1/1)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), costing 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)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
| Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
| This item will automatically be transmogrified when you leave the level.psionic steel torque of charged psionic shield [power 47]  (20 cooldown) psionic steel torque of charged psionic shield [power 47] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. | 
| quick iron torque of kinetic psionic shield [power 25]  (16 cooldown)quick iron torque of kinetic psionic shield [power 25]  (16 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. | 
| rushing elm totem of cure ailments [power 1]  (10 cooldown)rushing elm totem of cure ailments [power 1]  (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. | 
| amethystamethyst 0.00 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. | 
| elm wand of clairvoyance [power 9]  (6 cooldown)elm wand of clairvoyance [power 9]  (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 55 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| 4 ametrine4 ametrine 0.00 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. | 
| 12 citrine12 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 11 zircon11 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Shill the Shalore Sun Paladin level 14
3rd Haze 122nd year of Ascendancy at 12:10 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Shill the Shalore Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 16:16 see stats
 Lost in translation (Nightmare (Adventure) difficulty)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.
			Lost in translation (Nightmare (Adventure) difficulty)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Shill the Shalore Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 22:55 see stats
 Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Shill the Shalore Sun Paladin level 12
13rd Dusk 122nd year of Ascendancy at 12:12 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Shill the Shalore Sun Paladin level 6
2nd Mirth 122nd year of Ascendancy at 11:48 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Shill the Shalore Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 07:52 see stats
Log
Shill receives 31 healing from Mark of Light from Shill.
Zubeta the rattlesnake hits Shill for 5 fire, 7 physical (12 total damage).
Zubeta the rattlesnake bites poison into Shill.
Shill is poisoned!
Zubeta the rattlesnake hits Shill for 1 nature damage.
Shill hits Zubeta the rattlesnake for 4 nature damage.
Zubeta the rattlesnake receives 23 healing.
Poison from Zubeta the rattlesnake hits Shill for 1 nature damage.
Shill misses Zubeta the rattlesnake.
Zubeta the rattlesnake hits Shill for 82 physical, 8 darkness (91 total damage).
Shill hits Zubeta the rattlesnake for 4 nature damage.
Zubeta the rattlesnake receives 23 healing.
Poison from Zubeta the rattlesnake hits Shill for 1 nature damage.
Shill misses Zubeta the rattlesnake.
Zubeta the rattlesnake hits Shill for 86 physical, 8 darkness (95 total damage).
Shill hits Zubeta the rattlesnake for 4 nature damage.
Zubeta the rattlesnake receives 23 healing.
Shill feels pain again.
Poison from Zubeta the rattlesnake hits Shill for 1 nature damage.
Shill casts Providence.
Zubeta the rattlesnake hits Shill for 102 physical, 10 darkness (113 total damage).
Shill hits Zubeta the rattlesnake for 4 nature damage.
Zubeta the rattlesnake's mark disappears.
Zubeta the rattlesnake speeds up.
Zubeta the rattlesnake receives 23 healing.
Shill stops being poisoned.
Saving game...
