










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Insane Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 29 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Yliam at level 27 on the 18th Pyre 123rd year of Ascendancy at 03:51 / 2Killed by Lisyrida the Guardian at level 29 on the 31st Pyre 123rd year of Ascendancy at 03:21 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 28 (base 28) |
| Magic | 100 (base 60) |
| Willpower | 73 (base 40) |
| Cunning | 39 (base 11) |
Resources
| Mana | 486/591 |
| Negative | 134/134 |
| Vim | 212/212 |
| Life | -195/656 |
| Positive | 114/114 |
| Soul | 11/12 |
| Healing Factor | 1.4563636363637 |
| Regeneration | 19.005545454546 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | -44.736842105263% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 30.004149834542 |
| See Invisible | 30.004149834542 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 16 |
| Crit Chance | 16% |
| APR | 5 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 22% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 13% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Darkness | +53% |
| Light | +3% |
| Temporal | +12% |
| Physical | +12% |
| Arcane | +6% |
| Nature | +8% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Cold | +15% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 57 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 20%( 85%) |
| Blight | + 21%( 85%) |
| Arcane | + 20%( 85%) |
| Mind | + 40%( 85%) |
| All | + 9%( 85%) |
| Darkness | + 77%( 85%) |
| Temporal | + 24%( 85%) |
| Physical | + 10%( 85%) |
| Cold | + 35%( 85%) |
| Fire | + 36%( 85%) |
| Nature | + 18%( 85%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 4 nature, 4 fire, 3 arcane, 4 cold |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (143% 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. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Shades | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| talent | Chant of Fortitude |
| beneficial effect | The target's spellpower has been increased by 13. Spellsurge |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | Movement speed is reduced by 45%. Slow movement |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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.. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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 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: 161. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Belorak the pair of rough leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes resistances: +12% acid / +6% fire / +1% physical / +6% cold Blindness immunity: +10% Life regen: +4.00 A pair of boots made of leather. |
| Light source | Lavablur the alchemist's lampPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Changes stats: +5 Mag Changes resistances: +12% mind / +24% fire Changes damage: +6% arcane Spellpower: +12 (+3 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | starseer's linen wizard hat of darkness (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% darkness Changes damage: +3% light / +4% temporal / +15% darkness / +4% physical A pointy cloth hat, very wizardly... |
| Tool | elven-wood wand of lightning storm 'Beratir' [power 392] (5/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 2 blight Changes resistances: +9% mind / +6% blight Life regen: +4.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 66 lightning damage and will be dazed for 1 turn (333 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Reduce fatigue by 40% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | QuenchdarePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +25 (+11 eff.) Changes resistances: +20% darkness / +3% cold Changes resistances penetration: +15% cold Changes damage: +10% darkness Physical save: +3 (+1 eff.) Rings can have magical properties. |
| On fingers | Ring of GrowthRequires: - Level 15 Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. This item has been sent to the Item's Vault. |
| Around waist | noble's rough leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +8 Wil / +4 Cun Damage against: +17% Summoned Reduced damage from: +15% Summoned Spell crit. chance: +3% A belt that goes around your waist. |
| In main hand | yew vilestaff of the prodigy (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +8 Wil / +12 Cun Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | dreamer's woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +7% blight / +11% darkness / +13% mind / +9% all Physical save: +12 (+6 eff.) Spell save: +11 (+4 eff.) Mental save: +23 (+6 eff.) Life regen: +1.80 Maximum life: +41.00 Healing mod.: +12% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Belara' (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes resistances: +5% arcane / +9% temporal Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Only die when reaching: -40.00 life Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous gold amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+5 eff.) Defense: +8 (+6 eff.) Changes stats: +11 Lck / +2 Mag Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.Velewyn the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Str Changes resistances: +12% lightning / +8% physical / +12% acid Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +20% Stamina each turn: +0.50 Light radius: +1 Infravision radius: +1 Amulets can have magical properties. |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.00 Rings can have magical properties. |
gladiator's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Damage (Melee): 13 light Damage (Ranged): 11 light Changes stats: +6 Str / +2 Mag / +5 Con Changes damage: +12% light Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level.Strikebraid the dwarven-steel dagger (15.5-20.15 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Con / +7 Wil Changes resistances: +5% arcane / +9% blight Changes damage: +12% lightning / +9% darkness Mental save: +6 (+2 eff.) Blindness immunity: +20% Maximum life: +28.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Lisybeth the steel greatmaul (31.5-47.25 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Accuracy: +16 (+9 eff.) Changes stats: +5 Str Changes resistances: +21% acid / +5% arcane / +6% nature Changes damage: +10% physical Blindness immunity: +20% Hate when firing a critical mind attack: +2.00 Mental crit. chance: +2% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatmaul 'Corruptionmire' (42-63 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Accuracy: +10 (+6 eff.) Defense: +29 (+17 eff.) Changes resistances: +15% blight / +9% cold Changes resistances penetration: +15% acid Changes damage: +6% nature Silence immunity: +20% Disarm immunity: +43% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.elemental dwarven-steel greatmaul of enduring (43.5-65.25 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 106 lightning damage (1/turn) When wielded/worn: Changes stats: +10 Con / +10 Wil Changes resistances penetration: +16% lightning Changes damage: +19% lightning Maximum life: +31.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Plaguevile the yew longbow Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +12 fire When wielded/worn: Effects on ranged hit: * 10 arcane resource burn Damage when hit (Melee): 4 nature Changes stats: +6 Dex Changes resistances: +6% blight / +12% temporal / +5% arcane Changes resistances penetration: +10% fire / +25% nature / +11% physical Changes damage: +6% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Dawnwalker (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +26 (+15 eff.) Damage when hit (Melee): 6 arcane Changes resistances: +9% nature / +9% darkness Maximum wards: +2 fire Changes resistances penetration: +5% arcane Changes damage: +6% light / +15% fire Talents granted: +2 Ward +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Raintorrent (15-18 power, 3 apr, physical element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% acid / +12% cold / +6% lightning Changes resistances penetration: +10% mind Changes damage: +12% mind / +15% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Reduces incoming crit damage: 15.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash magestaff of channeling (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Mana each turn: +0.23 Spellpower: +15 (+3 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash starstaff 'Blastraider' (15-18 power, 3 apr, physical element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances penetration: +10% lightning Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +13.00% Physical save: +3 (+1 eff.) Poison immunity: +10% Maximum life: +20.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Glimmersorrow the dwarven-steel waraxe (19-26.6 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +16 mind When wielded/worn: Accuracy: +11 (+7 eff.) Armour: +4 Defense: +9 (+7 eff.) Changes resistances: +6% darkness Changes resistances penetration: +10% light Changes damage: +9% light Critical mult.: +20.00% Mental save: +6 (+2 eff.) Disarm immunity: +31% Hate when firing a critical mind attack: +2.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel waraxe of enduring (17-23.8 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +8% Living When wielded/worn: Changes stats: +7 Con / +7 Wil Maximum life: +34.00 One-handed war axes. |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Turyrath (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +3% acid / +9% temporal / +15% blight / +6% cold / +3% fire Stamina each turn: +3.00 Maximum life: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Shimmerworth' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +9% acid / +27% darkness / +24% lightning / +5% arcane / +11% all Changes resistances penetration: +15% lightning Changes damage: +18% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crown of Eternal Night (0 def, 3 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level.Voratira (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +7 Dex Changes resistances: +6% cold Reduces incoming crit damage: 15.00% Physical save: +18 (+9 eff.) Mental save: +3 (+1 eff.) Disease immunity: +10% Maximum life: +40.00 Healing mod.: +5% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather armour 'Greenpride' (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+7 eff.) Fatigue: +8% Damage when hit (Melee): 4 nature Changes stats: +6 Str / +4 Mag / +3 Cun Changes resistances: +17% acid / +6% mind Reduces incoming crit damage: 10.00% Infravision radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather armour 'Vorinne' (9 def, 12 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Accuracy: +25 (+14 eff.) Armour: +12 Defense: +9 (+7 eff.) Fatigue: +8% Damage when hit (Melee): 6 mind Changes stats: +2 Dex Changes resistances: +22% cold Changes damage: +9% blight Stamina each turn: +3.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour 'Coalwrither' (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +11 Fatigue: +22% Changes stats: +4 Str Changes resistances: +22% fire / +6% light / +9% darkness Changes resistances penetration: +25% physical Physical save: +6 (+3 eff.) Maximum stamina: +30.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.dwarven-steel shield 'Ulfeharadin' (0 def, 21 armour, 117.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +21 Fatigue: +8% Changes damage: +24% mind Talent granted: +1 Block Physical save: +9 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.dwarven-steel shield of winter (0 def, 6 armour, 88 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 146 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Wil Changes resistances: +13% cold Talent granted: +1 Block Handheld deflection devices. |
43 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. |
2 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. |
2 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 28/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 75 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(129 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots (16/16, 35-42 power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.0 - 42.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
Earilen [power 1] (5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +2% physical Changes damage: +18% arcane Mental save: +6 (+2 eff.) Maximum mana: +80.00 Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 37. Torques are made by powerful psionics to store psionic powers. |
yew totem of healing 'Burnfame' [power 140] (5/20 cooldown)Requires: - Level 15 Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +21% fire Changes resistances penetration: +10% fire Changes damage: +18% fire Infravision radius: +3 It can be used to heal a target within range 9 (based on Willpower) for 140 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level.yew totem of stinging [power 260] (5/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 239 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Yliam the Higher Necromancer level 25
55th Regrowth 123rd year of Ascendancy at 05:34 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Yliam the Higher Necromancer level 13
35th Haze 122nd year of Ascendancy at 14:26 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Yliam the Higher Necromancer level 23
44th Regrowth 123rd year of Ascendancy at 22:03 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yliam the Higher Necromancer level 25
55th Regrowth 123rd year of Ascendancy at 05:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Yliam the Higher Necromancer level 10
19th Haze 122nd year of Ascendancy at 10:01 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Yliam the Higher Necromancer level 20
37th Regrowth 123rd year of Ascendancy at 19:55 see stats
Lichform (Insane (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Yliam the Higher Necromancer level 27
18th Pyre 123rd year of Ascendancy at 03:51 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Yliam the Higher Necromancer level 26
16th Pyre 123rd year of Ascendancy at 04:53 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Yliam the Higher Necromancer level 17
75th Haze 122nd year of Ascendancy at 22:58 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Yliam the Higher Necromancer level 26
14th Pyre 123rd year of Ascendancy at 16:29 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Yliam the Higher Necromancer level 25
55th Regrowth 123rd year of Ascendancy at 05:34 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Yliam the Higher Necromancer level 5
77th Pyre 122nd year of Ascendancy at 11:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Yliam the Higher Necromancer level 13
48th Haze 122nd year of Ascendancy at 08:51 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Yliam the Higher Necromancer level 25
55th Regrowth 123rd year of Ascendancy at 05:34 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Yliam the Higher Necromancer level 18
13rd Regrowth 123rd year of Ascendancy at 03:06 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Yliam the Higher Necromancer level 7
13rd Haze 122nd year of Ascendancy at 19:44 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Yliam the Higher Necromancer level 18
12nd Regrowth 123rd year of Ascendancy at 10:50 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Yliam the Higher Necromancer level 24
51st Regrowth 123rd year of Ascendancy at 00:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Yliam the Higher Necromancer level 19
31st Regrowth 123rd year of Ascendancy at 08:25 see stats
Log
Yvyleda the orc assassin's fire area effect hits Ghoul for (39 to bones), 0 fire (0 total damage).
Orc master assassin uses Infusion: Regeneration.
Orc master assassin starts regenerating health quickly.
Lisyrida the Guardian strafes with his steamguns!
Lisyrida the Guardian's Strafe performs a ranged critical strike against Yliam!
Lisyrida the Guardian's Strafe performs a ranged critical strike against Yliam!
Lisyrida the Guardian's Strafe hits Yliam for 171 physical damage.
Lisyrida the Guardian's Strafe hits Yliam for 157 physical, 12 fire (168 total damage).
Lisyrida the Guardian's Strafe hits Forgery of Haze (Yliam) for 12 fire damage.
Lisyrida the Guardian's Strafe hits Skeleton archer for 13 fire damage.
Yliam the level 29 lich necromancer was hacked apart to death by Lisyrida the Guardian on level 1 of Ruined Dungeon.
Forgery of Haze (Yliam) is no longer surging arcane power.
Forgery of Haze (Yliam) deactivates Necrotic Aura.
Forgery of Haze (Yliam) deactivates Blurred Mortality.
Forgery of Haze (Yliam) deactivates Bone Shield.
Forgery of Haze (Yliam) deactivates Chant of Fortitude.
Forgery of Haze (Yliam) is not crippled anymore.
Ghoul deactivates Bone Shield.
Weaver young deactivates Bone Shield.
Weaver young stops spinning fate.
Yliam is not crippled anymore.
Yliam is no longer surging arcane power.
Yliam deactivates Chant of Fortitude.
Yliam deactivates Necrotic Aura.
Yliam deactivates Blurred Mortality.
Degenerated skeleton warrior deactivates Bone Shield.
Degenerated skeleton warrior deactivates Ruin.
Skeleton warrior deactivates Bone Shield.
Skeleton warrior deactivates Ruin.
Skeleton archer deactivates Bone Shield.































































































