








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 36 / 3% |
| Size | big |
| Lifes / Deaths | Killed by Polyvena the mean looking elven guard at level 28 on the 72nd Regrowth 123rd year of Ascendancy at 23:06 0 / 10Killed by dragonsfire trap at level 28 on the 77th Regrowth 123rd year of Ascendancy at 22:30 Killed by Aeroba the gwelgoroth at level 29 on the 21st Pyre 123rd year of Ascendancy at 18:40 Killed by Aeroba the gwelgoroth at level 29 on the 21st Pyre 123rd year of Ascendancy at 19:02 Killed by Cyroba the gwelgoroth at level 29 on the 21st Pyre 123rd year of Ascendancy at 19:09 Killed by Belaldamina the teluvorta at level 29 on the 32nd Pyre 123rd year of Ascendancy at 10:38 Killed by Aerathra the corrupted protoplasmic controller at level 30 on the 42nd Pyre 123rd year of Ascendancy at 22:15 Killed by scourge drake at level 31 on the 54th Dusk 123rd year of Ascendancy at 18:40 Killed by minotaur at level 35 on the 52nd Haze 123rd year of Ascendancy at 06:44 Killed by orc high pyromancer at level 36 on the 64th Haze 123rd year of Ascendancy at 13:43 |
Primary Stats
| Strength | 37 (base 10) |
| Dexterity | 48 (base 22) |
| Constitution | 79 (base 51) |
| Magic | 111 (base 60) |
| Willpower | 49 (base 22) |
| Cunning | 81 (base 15) |
Resources
| Life | -758/821 |
| Mana | 369/540 |
| Soul | 11/18 |
| Vim | 280/280 |
| Healing Factor | 1.7868020097746 |
| Regeneration | 13.669035374775 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 10 |
| See Stealth | 41.237882550305 |
| See Invisible | 51.237882550305 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 35 |
| Crit Chance | 26% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Temporal | +25% |
| Nature | +26% |
| Arcane | +30% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Fire | +25% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 63 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 53%( 70%) |
| Cold | + 46%( 70%) |
| All | + 33%( 70%) |
| Lightning | + 37%( 70%) |
| Darkness | + 46%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Fear Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 133 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution 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
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Animus | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Lich | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Elyserin the forest wight. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Zubuda the faeros. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by multi-hued drake hatchling. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Xekira the lesser vampire. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
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 talent Track (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 Horned Horror. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 227. | 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 |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. 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 ice wyrm tooth. * You've found the needed green worm. * You've found the needed giant spider spinneret. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 xorn fragment. * You've found the needed hummerhorn wing. * You've found the needed vial of fire wyrm saliva. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+4 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 266 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 21 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects Activation costs 34 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Jetvengeance of the Blightspawn (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects when hit in melee: * 31% chance to reduce strength, dexterity, and constitution by 31 * 31% chance to reduce damage dealt by 25% Changes stats: +12 Str / +6 Dex / +6 Cun / +5 Con Changes resistances: +11% nature Critical mult.: +10.00% Spell save: +24 (+6 eff.) Maximum life: +51.00 Mindpower: +10 (+4 eff.) Healing mod.: +17% It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 169.7 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 60 power out of 22/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
| On fingers | Baregrim the BoltcutCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Damage when hit (Melee): 8 fire Changes stats: +7 Cun / +6 Dex Changes resistances: +6% lightning Changes damage: +6% lightning Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +40.00 Spell crit. chance: +2% Rings make your fingers look great! |
| On fingers | Adydaseda the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+6 eff.) Defense: +10 (+5 eff.) Changes stats: +7 Str / +7 Wil / +7 Cun / +6 Con Changes resistances: +45% nature Changes damage: +18% nature Reduces incoming crit damage: 15.00% Blindness immunity: +20% Disarm immunity: +10% Mindpower: +13 (+5 eff.) Rings make your fingers look great! |
| Around waist | Xitha the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +4 Mag Changes resistances: +9% nature Maximum encumbrance: +43 Physical save: +15 (+6 eff.) Equilibrium when hit: +0.20 Only die when reaching: -80.00 life Infravision radius: +3 Healing mod.: +10% Damage Shield penetration: +30% A belt that goes around your waist. |
| In main hand | infernal elven-wood starstaff of the prodigy (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 16 fire Changes stats: +10 Mag / +5 Wil / +12 Cun Changes damage: +25% temporal Talent granted: +1 Command Staff Critical mult.: +24.00% Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +16 (+4 eff.) Spell crit. chance: +4% See invisible: +10 Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves of spellstriking (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane Changes stats: +5 Mag / +5 Wil Changes resistances: +5% arcane Changes damage: +5% arcane Spellpower: +9 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | verdant cashmere robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +13% blight / +11% all Changes damage: +8% nature Poison immunity: +35% Disease immunity: +24% Life regen: +2.40 Maximum life: +53.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Zubylaith' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 30 * 20% chance to reduce armor by 42% Changes stats: +2 Str / +3 Dex Changes resistances: +15% acid Changes resistances penetration: +20% acid Reduces incoming crit damage: 15.00% Maximum life: +48.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | HeatwritherCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 8 darkness / 10 fire Changes stats: +9 Dex / +9 Cun / +9 Con Changes resistances: +6% fire Changes resistances penetration: +25% darkness / +25% fire Changes damage: +15% cold Life regen: +5.00 Stamina each turn: +1.20 Movement speed: +10% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion of the psychic (heal 195; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
Rune of the Rift (346.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 432.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Blindtorrent of the BlightspawnPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects when hit in melee: * 31% chance to reduce strength, dexterity, and constitution by 31 * 32% chance to reduce damage dealt by 25% Changes stats: +5 Cun Changes resistances: +9% light Changes damage: +10% blight / +12% fire Talent mastery: +0.36 Spell / Nightfall Critical mult.: +15.00% Blindness immunity: +10% Teleport immunity: +20% Life regen: +4.00 Spellpower: +10 (+2 eff.) Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.gold amulet 'Blazebrawn' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +8 Changes stats: +3 Mag Changes resistances: +15% temporal Changes damage: +6% acid / +6% fire / +6% cold / +12% lightning Physical save: +6 (+3 eff.) Only die when reaching: -60.00 life Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Healing mod.: +20% Amulets make your neck look great! |
gold amulet 'Nimbusgrind'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% lightning / +9% temporal / +6% light / +3% blight Changes resistances penetration: +10% lightning Stun/Freeze immunity: +30% Amulets make your neck look great! |
Blazeglean the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Mag Changes resistances: +6% blight Changes damage: +15% fire Disarm immunity: +26% Pinning immunity: +22% Knockback immunity: +25% Maximum life: +28.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.quick dwarven-steel greatsword of enduring (40-64 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+6 eff.) Changes stats: +5 Dex / +12 Wil / +12 Con Maximum life: +14.00 Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.warbringer's steel greatsword of shearing (28-44 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +10 Physical power: +10 (+5 eff.) Changes stats: +3 Con Changes resistances penetration: +12% physical / +12% all Disarm immunity: +24% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel mace of massacre (34-48 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +8 fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel mace of disruption (26-37 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +5 darkness Damage against: +8% Living / +11% Unnatural Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Psionic Fury (12-13 power, 25 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+4 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 138.20 mind damage (based on Willpower) to all within radius 5 Activation costs 34 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
This item will automatically be transmogrified when you leave the level.nature's thorny mindstar of resolve (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Changes resistances: +4% blight Changes damage: +5% nature Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Disease immunity: +14% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+8 eff.) Spellpower: +20 (+5 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 850 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
dragonbone vilestaff 'Serpenttrail' (30-36 power, 6 apr, fire element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +8 Cun / +4 Con Changes resistances: +6% nature Changes damage: +30% fire Talent granted: +1 Command Staff Life regen: +1.00 Psi when hit: +0.24 Maximum psi: +50.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +5% Healing mod.: +28% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew magestaff of channeling (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Mana each turn: +0.10 Spellpower: +18 (+4 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
This item will automatically be transmogrified when you leave the level.noble's hardened leather belt of valiance Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Cun / +7 Wil Damage against: +19% Summoned Reduced damage from: +17% Summoned Mental save: +5 (+2 eff.) Maximum life: +62.00 A belt that goes around your waist. |
murderer's linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +11% darkness / +12% temporal Defense after a teleport: +11 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.resilient cashmere cloak of fog (8 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes resistances: +15% light / +16% fire Stealth bonus: +5 Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 70 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
invigorating pair of hardened leather boots of rushing (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +4 Str / +2 Con Stamina each turn: +0.20 Maximum life: +35.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 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. A pair of boots made of leather. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 51 power out of 60/60) : Effective talent level: 1.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level.Erelanarilar the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Dex Changes resistances: +15% mind Changes resistances penetration: +10% blight Mental save: +21 (+7 eff.) Blindness immunity: +20% Confusion immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Mana when firing critical spell: +2.00 Spell crit. chance: +2% Damage Shield penetration: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +5 Wil Mental save: +16 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.searing steel mail armour of command (8 def, 10 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 10 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire Changes stats: +3 Cun Changes resistances: +11% acid / +13% fire Mental save: +12 (+4 eff.) A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
This item will automatically be transmogrified when you leave the level.wrathful dwarven-steel shield of crushing (0 def, 6 armour, 87.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+4 eff.) Armour: +6 Fatigue: +8% On shield block: * Deals 171 light and fire damage to each enemy blocked Changes resistances: +8% light / +9% fire Talent granted: +1 Block Handheld deflection devices. |
116 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. |
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. |
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. |
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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 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. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 68 power out of 80/80. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(106 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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 Recall (2/2)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 172 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. |
Galepiercer [power 374] (16 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes damage: +12% lightning Physical save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Maximum life: +80.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 79 lightning damage and will be dazed for 1 turn (396 total damage) Activation puts all charms on cooldown for 16 turns. When used: * Heal for 50. * Increase all damage by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A living one! (Nightmare (Adventure) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Grahg the Lich Necromancer level 34
47th Haze 123rd year of Ascendancy at 18:18 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Grahg the Ogre Necromancer level 28
6th Pyre 123rd year of Ascendancy at 02:14 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Grahg the Ogre Necromancer level 14
15th Dusk 122nd year of Ascendancy at 10:43 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Grahg the Lich Necromancer level 31
39th Dusk 123rd year of Ascendancy at 09:12 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Grahg the Ogre Necromancer level 18
43rd Dusk 122nd year of Ascendancy at 16:53 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grahg the Lich Necromancer level 32
66th Dusk 123rd year of Ascendancy at 08:49 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Grahg the Lich Necromancer level 32
2nd Haze 123rd year of Ascendancy at 03:32 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grahg the Ogre Necromancer level 24
49th Haze 122nd year of Ascendancy at 06:35 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Grahg the Ogre Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 06:35 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Grahg the Ogre Necromancer level 20
50th Dusk 122nd year of Ascendancy at 00:47 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Grahg the Lich Necromancer level 30
33rd Pyre 123rd year of Ascendancy at 12:06 see stats
Lichform (Nightmare (Adventure) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Grahg the Lich Necromancer level 29
21st Pyre 123rd year of Ascendancy at 18:40 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Grahg the Ogre Necromancer level 22
76th Dusk 122nd year of Ascendancy at 07:27 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Grahg the Ogre Necromancer level 26
59th Regrowth 123rd year of Ascendancy at 13:52 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Grahg the Ogre Necromancer level 24
49th Haze 122nd year of Ascendancy at 05:51 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Grahg the Ogre Necromancer level 18
42nd Dusk 122nd year of Ascendancy at 23:54 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Grahg the Ogre Necromancer level 10
3rd Summertide 122nd year of Ascendancy at 06:34 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By Grahg the Lich Necromancer level 33
3rd Haze 123rd year of Ascendancy at 00:22 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Grahg the Ogre Necromancer level 24
76th Haze 122nd year of Ascendancy at 03:25 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Grahg the Ogre Necromancer level 29
20th Pyre 123rd year of Ascendancy at 01:52 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Grahg the Ogre Necromancer level 24
48th Haze 122nd year of Ascendancy at 15:59 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Grahg the Ogre Necromancer level 16
36th Dusk 122nd year of Ascendancy at 03:54 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Grahg the Lich Necromancer level 35
63rd Haze 123rd year of Ascendancy at 20:21 see stats
Log
Spikes of Decrepitude hits Orc high pyromancer for (8 absorbed), 4 cold, (13 absorbed), 6 darkness (9 total damage).
Naga tide huntress casts Water Bolt.
Naga tide huntress hits Grahg for (10 to minion: vampire rat), 43 cold (43 total damage).
Orc high pyromancer's cleansing fire area effect hits Grahg for (7 to minion: vampire rat), 29 fire (29 total damage).
Orc high pyromancer's cleansing fire area effect hits Vampire rat for 40 fire damage.
Orc high pyromancer's cleansing fire area effect killed Vampire rat!
Orc high pyromancer's Fireflash hits Grahg for 266 fire damage.
Orc high pyromancer's Fireflash hits Naga tide huntress for 462 fire damage.
Talent Call of the Crypt is ready to use.
Spikes of Decrepitude hits Orc high pyromancer for (8 absorbed), 4 cold, (13 absorbed), 6 darkness (9 total damage).
There is a Portal here (press '' or right click to use).
The shield around orc high pyromancer crumbles.
Orc high pyromancer's cleansing fire area effect hits Grahg for 37 fire damage.
Orc high pyromancer's cleansing fire area effect hits Grahg for 37 fire damage.
Orc high pyromancer casts Flame.
Grahg is on fire!
Orc high pyromancer hits Grahg for 114 fire damage.
Naga tide huntress shoots!
Talent Surge of Undeath is ready to use.
Burning from Orc high pyromancer hits Grahg for 38 fire damage.
Spikes of Decrepitude hits Orc high pyromancer for 12 cold, 19 darkness (31 total damage).
Spikes of Decrepitude hits Naga tide huntress for 13 cold, 22 darkness (35 total damage).
Orc high pyromancer calms down.
Skeleton master archer is affected by the glimmerstone!
Orc high pyromancer's cleansing fire area effect hits Grahg for 33 fire damage.
Orc high pyromancer's cleansing fire area effect hits Grahg for 33 fire damage.
Grahg the level 36 lich necromancer was slowly cooked to death by an orc high pyromancer on level 9 of Dreadfell.






























































































































