









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 31 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by Xerakira the sick warg at level 13 on the 27th Dusk 122nd year of Ascendancy at 14:41 3 / 3Killed by Bethilaith the armoured skeleton warrior at level 29 on the 70th Regrowth 123rd year of Ascendancy at 19:55 Killed by dread at level 31 on the 75th Regrowth 123rd year of Ascendancy at 14:34 |
Primary Stats
| Strength | 21 (base 15) |
| Dexterity | 17 (base 10) |
| Constitution | 18 (base 18) |
| Magic | 80 (base 60) |
| Willpower | 43 (base 37) |
| Cunning | 34 (base 25) |
Resources
| Life | 635/635 |
| Mana | 42/285 |
| Positive | 0/120 |
| Soul | 7/12 |
| Healing Factor | 1.563829787234 |
| Regeneration | 13.370744680851 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 38.824495944989 |
| See Invisible | 72.869984939579 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 11 |
| Crit Chance | 31% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +67% |
| Fire | +3% |
| Blight | +9% |
| Arcane | +3% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +17% |
| Acid | +15% |
| Light | +10% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 5 |
| Physical Save | 31 |
| Spell Save | 62 |
| Mental Save | 55 |
Defense: Resistances
| Blight | + 47%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 37%( 70%) |
| All | + 29%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 48%( 70%) |
| Darkness | + 70%( 70%) |
| Physical | + 30%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Pinning Resistance | 30% |
| Silence Resistance | 25% |
| Bleed Resistance | 15% |
| Confusion Resistance | 60% |
| Knockback Resistance | 20% |
| Stun Resistance | 89% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 591 damage for 6 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 582 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Spell / Shades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrotic minions | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| talent | Will o' the Wisp |
| talent | Keen Senses |
| talent | Chant of Fortitude |
| talent | Frostdusk |
| beneficial effect | The target is out of phase with reality, increasing defense by 35, resist all by 25%, and reducing the duration of detrimental timed effects by 44%. Out of Phase |
| beneficial effect | The target's spellpower has been increased by 42. Spellsurge |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+7 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+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. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 174. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed ice ant stinger. * You've found the needed vampire lord fang. Stire of Derth has completed an elixir of precision without your aid. 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. * You've found the needed chunk of ghoul flesh. * '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 have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 minotaur nose. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed bloated horror heart. * You've found the needed green worm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within3 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 | pair of iron boots 'Shadehack' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 4 darkness / 4 lightning Changes resistances: +6% darkness / +6% lightning Changes damage: +21% darkness Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | FlashreamPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +5% light / +9% lightning Changes damage: +7% darkness Damage affinity(heal): +5% darkness Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Light radius: +2 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 329.49 damage. The damage dealt will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Brightfiend the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 fire Changes stats: +4 Cun / +4 Mag Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +3% fire Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Mana each turn: +0.16 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
| Tool | elven-wood wand of conjuration 'Greenpain' [power 409] (10 cooldown)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +5% arcane / +12% darkness Physical save: +9 (+5 eff.) Blindness immunity: +20% Disease immunity: +15% Pinning immunity: +30% Stun/Freeze immunity: +35% It can be used to fire a bolt of a random element with (base) damage 204 to 409, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. This item has been sent to the Item's Vault. |
| On fingers | wizard's stralite ring of clarityRequires: - Level 25 Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+3 eff.) Mental save: +10 (+4 eff.) Confusion immunity: +35% Rings can have magical properties. This item has been sent to the Item's Vault. |
| On fingers | gold ring 'Cyrudanne'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +2 Dex / +2 Mag Changes damage: +3% arcane Stun/Freeze immunity: +32% Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Healing mod.: +15% Rings can have magical properties. |
| Around waist | GlorerinCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% temporal / +11% fire / +12% darkness / +11% cold Changes resistances penetration: +15% mind Spell save: +9 (+2 eff.) Silence immunity: +25% Confusion immunity: +15% Knockback immunity: +20% A belt that goes around your waist. |
| In main hand | Glura the Airpeal (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] 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: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Damage (Melee): +12 lightning Burst (radius 1) on hit: +8 lightning When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 35 fire Changes resistances: +9% lightning / +15% temporal / +29% darkness Changes damage: +36% darkness Talent granted: +1 Command Staff Critical mult.: +40.00% Physical save: +15 (+8 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Spellpower: +25 (+6 eff.) Spell crit. chance: +13% See invisible: +18 Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +44% Reduces paradox anomalies(equivalent to willpower): +25 Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
| On hands | heroic hardened leather gloves of war-making (0 def, 6 armour)Requires: - Level 15 Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Armour: +6 Critical mult.: +10.00% Mental save: +7 (+3 eff.) Maximum life: +42.00 Spell crit. chance: +9% Mental crit. chance: +7% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
| Main armor | Nightrebel the hardened leather armour (7 def, 11 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+5 eff.) Armour: +11 Defense: +7 (+4 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +5 Str / +4 Dex / +3 Mag / +5 Wil / +5 Cun Changes resistances: +36% lightning / +2% physical / +3% temporal Cut immunity: +15% Spellpower: +15 (+3 eff.) Spell crit. chance: +6% Mindpower: +15 (+5 eff.) Mental crit. chance: +5% A suit of armour made of leather. This item has been sent to the Item's Vault. |
| Cloak | Elenovor the Murkgore (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness / 4 blight Changes resistances: +30% nature / +26% blight Changes damage: +9% blight Life regen: +4.30 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +53.00 Healing mod.: +35% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | EmelyveaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Changes resistances penetration: +15% acid Spell save: +30 (+7 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +10% Stun/Freeze immunity: +22% Only die when reaching: -80.00 life Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 12%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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, physical or mental effect and increase affinity for all damage by 12% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the warrior (623% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 623% 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. 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. |
regeneration infusion of the wizard (heal 332 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: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 332 life over 5 turns. Its effects scale with your Magic 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. |
manasurge rune of the sneak (930% regen over 10 turns; 46 instant mana)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 930% for 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning 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. |
gold amulet 'Ivymina'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +19 (+11 eff.) Defense: +16 (+7 eff.) Changes stats: +17 Lck Changes resistances: +11% light / +15% darkness Reduces incoming crit damage: 10.00% Mental save: +3 (+1 eff.) Blindness immunity: +26% Poison immunity: +20% Only die when reaching: -60.00 life Reduce all damage from unseen attackers: 28% Amulets can have magical properties. |
steel amulet 'Doursage'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +3 Con Changes resistances: +17% mind / +13% temporal Confusion immunity: +23% Pinning immunity: +24% Knockback immunity: +21% Amulets can have magical properties. |
voratun amulet 'Morningblood'Requires: - Level 35 Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +40 (+22 eff.) Defense: +30 (+12 eff.) Damage when hit (Melee): 8 light Changes stats: +33 Lck / +2 Wil Changes resistances: +26% lightning / +6% light Changes resistances penetration: +5% blight Changes damage: +9% light / +9% blight Stun/Freeze immunity: +46% Light radius: +1 Reduce all damage from unseen attackers: 40% Amulets can have magical properties. This item has been sent to the Item's Vault. |
Bregolathafast the voratun ringRequires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +7 Wil / +8 Mag Changes resistances: +6% mind Changes damage: +3% blight Mental save: +45 (+13 eff.) Disarm immunity: +50% Confusion immunity: +40% Pinning immunity: +50% Knockback immunity: +33% Maximum life: +43.00 Maximum mana: +80.00 Spellpower: +12 (+3 eff.) Damage Shield penetration: +20% Rings can have magical properties. This item has been sent to the Item's Vault. |
Tarrazilagorn the TorchkillerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% nature Changes damage: +9% fire Physical save: +11 (+6 eff.) Spell save: +21 (+5 eff.) Mental save: +9 (+3 eff.) Silence immunity: +35% Only die when reaching: -60.00 life Rings can have magical properties. |
Torimnir the DuathelstreakInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% darkness / +9% temporal Changes damage: +30% darkness Physical save: +4 (+2 eff.) Rings can have magical properties. |
conjurer's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Stun/Freeze immunity: +21% Life regen: +1.00 Spellpower: +7 (+1 eff.) Rings can have magical properties. |
rogue's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +27% Life regen: +1.60 Rings can have magical properties. |
Murkward the ash magestaff (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Changes damage: +15% physical / +15% temporal / +15% darkness / +21% light Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+3 eff.) Spellpower: +10 (+2 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+9 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. This item has been sent to the Item's Vault. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+6 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. This item has been sent to the Item's Vault. |
Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. This item has been sent to the Item's Vault. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+7 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. This item has been sent to the Item's Vault. |
Girdle of PreservationRequires: - Level 35 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+8 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. This item has been sent to the Item's Vault. |
rough leather belt 'Nerydhewen'Requires: - Level 15 Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% temporal Changes resistances penetration: +10% mind Grants telepathy: Dragon Spell save: +30 (+7 eff.) Cut immunity: +10% Confusion immunity: +15% Stun/Freeze immunity: +10% Life regen: +0.70 Healing mod.: +13% A belt that goes around your waist. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level.Eilinoriawe the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +4 Str / +3 Mag / +3 Cun / +2 Con Changes resistances penetration: +15% acid Changes damage: +9% acid Grants telepathy: Dragon Maximum encumbrance: +31 Physical save: +10 (+5 eff.) Light radius: +2 A pair of boots made of leather. |
undeterred pair of rough leather boots (0 def, 1 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Silence immunity: +23% Confusion immunity: +21% Stun/Freeze immunity: +20% A pair of boots made of leather. This item has been sent to the Item's Vault. |
hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 arcane Changes stats: +4 Mag / +3 Wil Changes resistances: +5% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 19 cooldown : Effective talent level: 3.0 Power cost: 19 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dourclamor the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 darkness Changes resistances: +3% lightning / +18% mind / +3% nature Spell save: +39 (+10 eff.) Mental save: +18 (+6 eff.) Confusion immunity: +29% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Branodudodir' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +7 Cun / +5 Con See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
rough leather cap 'Cyrissra' (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+2 eff.) Armour penetration: +1 Armour: +3 Fatigue: +1% Changes resistances: +11% mind / +2% physical Mental save: +10 (+4 eff.) Confusion immunity: +25% Maximum life: +50.00 A cap made of leather. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
511 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. |
5 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. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Zybar' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str Changes resistances: +3% mind / +3% physical Physical save: +36 (+15 eff.) Silence immunity: +10% Stun/Freeze immunity: +25% Teleport immunity: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Islulema the alchemist's lampPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +5 Mag Changes resistances: +7% fire Changes damage: +6% arcane Spell save: +20 (+5 eff.) Mana when firing critical spell: +2.00 Spellpower: +14 (+3 eff.) Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Sootdredge the dwarven lanternRequires: - Level 35 Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 16 arcane Changes resistances: +5% arcane Changes resistances penetration: +25% arcane / +20% darkness Changes damage: +18% darkness Blindness immunity: +50% Confusion immunity: +29% Light radius: +10 See stealth: +25 See invisible: +19 It can be used to activate talent Track, placing all other charms into a 37 cooldown : Effective talent level: 4.5 Power cost: 37 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
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 19 power out of 25/25) : Effective talent level: 3.0 Power cost: 19 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 10 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 50% 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. |
7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 28 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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, costing 185 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), 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. |
Barkwolf the iron torque of mindblast [power 97] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +9 Mag Critical mult.: +15.00% Spell crit. chance: +5% It can be used to fire a blast of psionic energies in a range 7 beam dealing 48.50 to 97.00 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 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. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By LivAgain the Higher Necromancer level 28
48th Regrowth 123rd year of Ascendancy at 06:45 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By LivAgain the Higher Necromancer level 11
16th Dusk 122nd year of Ascendancy at 00:43 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By LivAgain the Higher Necromancer level 22
53rd Haze 122nd year of Ascendancy at 16:24 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By LivAgain the Higher Necromancer level 20
53rd Dusk 122nd year of Ascendancy at 23:40 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By LivAgain the Higher Necromancer level 26
8th Decay 122nd year of Ascendancy at 19:52 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By LivAgain the Higher Necromancer level 10
9th Dusk 122nd year of Ascendancy at 14:05 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By LivAgain the Higher Necromancer level 20
53rd Dusk 122nd year of Ascendancy at 11:14 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By LivAgain the Higher Necromancer level 30
71st Regrowth 123rd year of Ascendancy at 13:32 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By LivAgain the Higher Necromancer level 22
75th Dusk 122nd year of Ascendancy at 17:08 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By LivAgain the Higher Necromancer level 26
23rd Regrowth 123rd year of Ascendancy at 23:00 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By LivAgain the Higher Necromancer level 25
74th Haze 122nd year of Ascendancy at 12:12 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By LivAgain the Higher Necromancer level 11
21st Dusk 122nd year of Ascendancy at 02:46 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By LivAgain the Higher Necromancer level 28
48th Regrowth 123rd year of Ascendancy at 06:45 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By LivAgain the Higher Necromancer level 28
48th Regrowth 123rd year of Ascendancy at 04:57 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By LivAgain the Higher Necromancer level 9
4th Dusk 122nd year of Ascendancy at 22:00 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By LivAgain the Higher Necromancer level 23
54th Haze 122nd year of Ascendancy at 19:05 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By LivAgain the Higher Necromancer level 15
41st Dusk 122nd year of Ascendancy at 12:50 see stats
Log
LivAgain deactivates Frostdusk.
LivAgain is no longer out of phase.
LivAgain deactivates Keen Senses.
LivAgain is no longer surging arcane power.
LivAgain deactivates Chant of Fortitude.
LivAgain deactivates Necrotic Aura.
LivAgain deactivates Blurred Mortality.
LivAgain deactivates Will o' the Wisp.






































































































