










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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/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:
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 | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 29 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 26 on the 39th Regrowth 123rd year of Ascendancy at 07:23 / 1 |
Primary Stats
| Strength | 13 (base 11) |
| Dexterity | 19 (base 10) |
| Constitution | 38 (base 20) |
| Magic | 69 (base 60) |
| Willpower | 23 (base 13) |
| Cunning | 50 (base 45) |
Resources
| Life | 456/456 |
| Mana | 187/281 |
| Soul | 13/14 |
| Healing Factor | 1.4102122670884 |
| Regeneration | 13.749569604112 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 10 |
| Infravision | 12 |
| See Stealth | 62.595095619122 |
| See Invisible | 65.595095619122 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 24 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Light | +14% |
| Fire | +5% |
| Cold | +11% |
| All | +2% |
Offense: Damage Penetration
| Fire | +10% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 56 (100%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 67 |
| Spell Save | 58 |
| Mental Save | 59 |
Defense: Resistances
| Blight | + 36%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 33%( 70%) |
| All | + 26%( 70%) |
| Darkness | + 48%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 34%( 70%) |
| Physical | + 37%( 70%) |
| Mind | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Confusion Resistance | 84% |
| Teleport Resistance | 45% |
| Blind Resistance | 49% |
| Silence Resistance | 26% |
| Bleed Resistance | 40% |
| Stun Resistance | 97% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 769% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Chant of Fortress |
| talent | Reaping |
| talent | Golden Age of Necromancy |
| talent | Erupting Shadows |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed sandworm tooth. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. 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 giant spider spinneret. * You've found the needed chunk of ghoul flesh. 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 skeleton mage skull. * You've found the needed red crystal shard. * You've found the needed vial of elder vampire blood. | 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 hardened leather boots 'Glintquill' (0 def, 4 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Cun +2 Con dps ---------- Phys.crit +2.0% ----- def ----- Armour +4 Phys.save +13 (+3 eff.) Mind.save +13 (+3 eff.) Die.at -20.00 life Silence- +26% Confus- +29% Stun/Frz- +31% ---------- misc Max.stam +10.00 Light +3 Infravis +3 A pair of boots made of leather. |
| Light source | Chorion1.0 T3 lite [Rare] Psionic While equipped: ----- def ----- Armour +6 Defense +15 (+5 eff.) Resists +6% mind +6% light Phys.save +6 (+1 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+2 eff.) ---------- misc Light +4 See.Stealth +14 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | shielding linen wizard hat of the sentry (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+2 eff.) ---------- misc Infravis +4 See.Stealth +6 See.Invis +7 Circle of Warding: (Instant) Puts all charms on 34 cooldown Level 3.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 42% and attempts to push all creatures other than yourself out of its radius, inflicting 9.47 light damage and 9.72 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | dragonbone totem of healing 'Pyrejam' [power 476] (13 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +10% fire +10% temporal Melee Ret 4 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Heal yourself and all friendly characters within 10 spaces for 476 Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Prismvagrant0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +9% cold +15% darkness +12% light ----- def ----- Resists +30% darkness HP.reg +4.00 Blind- +20% Stun/Frz- +31% ---------- misc Light +3 Infravis +4 See.Stealth +9 See.Invis +17 Rings make your fingers look great! |
| On fingers | marksman's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- HP.reg +4.00 Stun/Frz- +35% Rings make your fingers look great! |
| Around waist | rough leather belt 'Beloda'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +9% cold Phys.save +24 (+6 eff.) Die.at -80.00 life A belt that goes around your waist. |
| In main hand | iron greatmaul of enduring (117% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego+] Nature Power 117% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: Stats +9 Con +9 Wil ----- def ----- Max.HP +19.00 Massive two-handed mauls. |
| On hands | stone warden's rough leather gloves of archery (0 def, 6 armour)1.0 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +3 Cun +6 Con dps ---------- Acc +6 (+3 eff.) Apr +6 ----- def ----- Armour +6 Hardiness +6% Resists +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +13% blight +13% all Max.HP +68.00 HP.reg +1.50 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Heal.mod +10% Cut- +40% Pinning- +21% Knockbk- +24% Heal: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 151 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
heroism infusion of the wizard (die at -411; dur 6; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -411 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 411 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 297; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 297 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 25%; physical; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (242.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 246.84 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 17; cd 18)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +13% mind Confus- +24% Amulets make your neck look great! |
mule's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Mind.save +6 (+1 eff.) Confus- +25% ---------- misc Max.enc +20 Rings make your fingers look great! |
steel ring 'Chamechak'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +3% physical +12% fire Apr +2 ----- def ----- Resists +24% fire Phys.save +6 (+1 eff.) Die.at -80.00 life Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
voratun ring 'Earthspiker'0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +20 (+10 eff.) Dmg.mod +6% mind +14% fire Res.pen +15% mind ----- def ----- Resists +3% lightning +40% fire +6% nature +12% temporal ---------- misc Max.psi +10.00 Rings make your fingers look great! |
Gloomhue the dwarven-steel dagger (115% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Disrupt Power 115% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +13% Unnatural On Hit.r1 +12 acid On Hit: * 10% chance to reduce damage dealt by 17% While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% darkness +9% cold Res.pen +5% acid Melee Ret 4 acid ----- def ----- Resists +15% acid Sharp, short and deadly. |
Murkresolve the stralite dagger (135% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Rare] Master Power 136% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 physical On Crit.r2 +8 darkness On Hit: * 20% chance to reduce all saves and defense by 20 While equipped: Stats +5 Con dps ---------- Crit.mult +15.00% Res.pen +23% physical Acc +31 (+14 eff.) Apr +14 Sharp, short and deadly. |
Velukira the Starstun (115% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Nature Power 115% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +14 nature On Crit.r2 +12 mind +8 light While equipped: Stats +4 Str +2 Wil +4 Cun dps ---------- Dmg.mod +6% light Melee Ret 8 light ----- def ----- Resists +6% light ---------- misc Infravis +2 Sharp, short and deadly. |
arcing dwarven-steel dagger of enduring (109% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Nature Power 109% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 81 damage While equipped: Stats +7 Con +5 Wil ----- def ----- Max.HP +55.00 Sharp, short and deadly. |
quick stralite dagger (135% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 136% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +5 (+2 eff.) Sharp, short and deadly. |
Zerantir the voratun longsword (166% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Rare] Master Power 166% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 mind While equipped: Stats +1 Cun ----- def ----- Resists +6% lightning +6% darkness +12% blight +6% mind +9% light Sharp, long, and deadly. |
Belyrewen the Demonoracle4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Cun +5 Con dps ---------- Dmg.mod +6% nature Res.pen +8% physical On Hit (Ranged): * 20% chance to reduce damage dealt by 17% ---------- misc Light +3 See.Invis +18 Slings are used to hurl stones or metal shots at your foes. |
Mucuswend the ash vilestaff (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex +5 Con dps ---------- Spell.crit +10% Crit.mult +13.00% Spell.pwr +6 (+2 eff.) Dmg.mod +12% physical +15% darkness +15% light ----- def ----- Resists +9% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elm magestaff of fate (100% power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) S.pwr/crit +4 Dmg.mod +10% arcane ----- def ----- Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
spiritwalker's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Mag ----- def ----- Resists +5% blight ---------- misc Mana/turn +0.15 Max.mana +21.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Tempestvile the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Res.pen +20% lightning On Hit (Melee): * 20% chance to slow global speed by 46% * 20 arcane resource burn ----- def ----- Defense +3 (+1 eff.) Resists +18% blight +6% fire +9% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +2 Mag +4 Wil +2 Cun ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +12 (+3 eff.) Mind.save +6 (+1 eff.) ---------- misc Max.mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
ancient linen robe of alchemy (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +1 Mag dps ---------- Dmg.mod +6% acid +13% physical +7% cold +6% temporal +5% fire Res.pen +6% temporal +5% physical ----- def ----- Resists +10% acid +11% physical +10% fire +11% cold +7% all Anom.red +9 ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Berysus' (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +20.00% Mind.pwr +10 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +3 Resists +16% lightning +11% temporal +6% darkness +3% nature A pair of boots made of leather. |
pair of iron boots 'Earadin' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mov.spd +10% Melee Ret 6 arcane ----- def ----- Armour +3 Fatigue -3% Max.HP +32.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.20 Max.mana +20.00 Max.vim +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Con dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +1 Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 7 Travel.spd 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. |
wanderer's pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Con dps ---------- Mov.spd +25% ----- def ----- Armour +3 Phys.save +14 (+3 eff.) Mind.save +13 (+3 eff.) A pair of boots made of leather. |
Arodedin (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Crit.mult +15.00% Mind.pwr +5 (+3 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 * 20% chance to reduce armor by 34% ----- def ----- Armour +6 Resists +9% blight Mind.save +5 (+1 eff.) Max.HP +49.00 ---------- misc Max.psi +30.00 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. |
brawler's dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +5 Mag +4 Wil +3 Cun dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 5 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Phys.save +8 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Blindstreak' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 9 cold Dmg.mod +5% cold Res.pen +20% darkness On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue +5% Resists +12% acid +16% cold +9% nature +3% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Eclipsebrand (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +6 Con dps ---------- Dmg.mod +9% fire +3% cold Res.pen +15% darkness Melee Ret 8 cold On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +5 Fatigue +5% Resists +6% fire +20% darkness +3% cold A cap made of leather. |
Ichorrend (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +4 Dex +3 Cun +6 Con dps ---------- Spell.pwr +15 (+5 eff.) Res.pen +25% nature ----- def ----- Armour +4 Fatigue +4% Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.12 Max.mana +80.00 Max.vim +50.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Kindlecut the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +7 Wil dps ---------- Dmg.mod +18% lightning Res.pen +15% light +5% acid ----- def ----- Defense +3 (+1 eff.) Resists +3% lightning +15% light Phys.save +14 (+3 eff.) ---------- misc Light +2 A pointy cloth hat, very wizardly... |
hardened leather cap 'Runorach' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +14 Con dps ---------- Dmg.mod +9% physical Res.pen +20% physical Apr +2 ----- def ----- Armour +3 Fatigue +3% Phys.save +9 (+2 eff.) A cap made of leather. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
searing stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Arcane While equipped: dps ---------- Melee+ 13 acid 12 fire Melee Ret 10 acid 12 fire ----- def ----- Armour +13 Fatigue +22% Resists +14% acid +14% fire A suit of armour made of metal plates. |
voratun plate armour 'Frostripper' (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Nature While equipped: Stats +3 Str +3 Dex dps ---------- Phys.crit +2.0% Res.pen +25% cold Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +16 Fatigue +22% Max.HP +52.00 ---------- misc Max.stam +30.00 A suit of armour made of metal plates. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
43 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 107.86 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 107.86 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
void-walker's brass lantern of health2.0 T1 lite [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +6% cold +5% temporal Max.HP +46.00 Def/telep +11 Res/telep +11% Dur/telep +13% ---------- misc Light +3 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 85 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Velita the yew totem of thorny skin [power 49] (17 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.crit +2% ----- def ----- Resists +4% physical Phys.save +9 (+2 eff.) Die.at -80.00 life ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Harden the skin for 7 turns increasing armour by 49 and armour hardiness by 50% Puts all charms on 17 cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Vion the Higher Necromancer level 26
38th Regrowth 123rd year of Ascendancy at 03:07 see stats
Catch that Plumpkin! (Roguelike)
Finish the Plumpkin event.By Vion the Higher Necromancer level 22
6th Haze 122nd year of Ascendancy at 04:29 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Vion the Higher Necromancer level 14
19th Dusk 122nd year of Ascendancy at 05:49 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Vion the Higher Necromancer level 18
40th Dusk 122nd year of Ascendancy at 22:22 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Vion the Higher Necromancer level 26
43rd Regrowth 123rd year of Ascendancy at 13:17 see stats
Level 10 (Roguelike)
Got a character to level 10.By Vion the Higher Necromancer level 10
7th Mirth 122nd year of Ascendancy at 15:00 see stats
Level 20 (Roguelike)
Got a character to level 20.By Vion the Higher Necromancer level 20
45th Dusk 122nd year of Ascendancy at 01:16 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Vion the Higher Necromancer level 20
71st Dusk 122nd year of Ascendancy at 08:21 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Vion the Higher Necromancer level 22
5th Haze 122nd year of Ascendancy at 16:53 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Vion the Higher Necromancer level 29
20th Pyre 123rd year of Ascendancy at 10:15 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Vion the Higher Necromancer level 13
6th Dusk 122nd year of Ascendancy at 18:38 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Vion the Higher Necromancer level 26
60th Haze 122nd year of Ascendancy at 06:26 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Vion the Higher Necromancer level 26
37th Regrowth 123rd year of Ascendancy at 02:06 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Vion the Higher Necromancer level 28
60th Regrowth 123rd year of Ascendancy at 04:08 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Vion the Higher Necromancer level 26
59th Haze 122nd year of Ascendancy at 14:08 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Vion the Higher Necromancer level 29
22nd Pyre 123rd year of Ascendancy at 10:46 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Vion the Higher Necromancer level 18
42nd Dusk 122nd year of Ascendancy at 13:38 see stats
Unstoppable (Roguelike)
Returned from the dead.By Vion the Higher Necromancer level 26
39th Regrowth 123rd year of Ascendancy at 07:23 see stats
Log
Armoured skeleton warrior hits Bloated ooze for 59 physical, 7 fire, 16 fire, 73 physical (154 total damage).
Armoured skeleton warrior killed Bloated ooze!
Talent Night Sphere is ready to use.
Skeleton master archer attacks empty space.
Skeleton master archer speeds up.
Skeleton mage speeds up.
Armoured skeleton warrior uses Block.
Skeleton mage casts Manathrust.
Skeleton mage hits Bloated ooze for 110 arcane damage.
Skeleton mage hits Vion for 0 arcane damage.
Vion speeds up.
Skeleton master archer shoots!
Armoured skeleton warrior hits Bloated ooze for 83 physical, 4 fire (87 total damage).
Skeleton mage casts Flame.
Bloated ooze is on fire!
Skeleton mage hits Bloated ooze for 92 fire damage.
Burning from Skeleton mage hits Bloated ooze for 31 fire damage.
Armoured skeleton warrior hits Bloated ooze for 76 physical damage.
Armoured skeleton warrior killed Bloated ooze!
Vion picks up (O.): hardened leather cap 'Runorach' (0 def, 3 armour).
Talent Torture Souls is ready to use.
Vion casts Call of the Crypt.
Talent Hiemal Shield is ready to use.

































































































































