








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official 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 Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 30 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Velyrawyn the skeleton warrior at level 10 on the 20th Wealth 122nd year of Ascendancy at 10:07 0 / 8Killed by Layigata the wolf at level 19 on the 35th Steel 123rd year of Ascendancy at 18:00 Killed by saw horror at level 19 on the 39th Steel 123rd year of Ascendancy at 19:28 Killed by gigantic sandworm tunneler at level 21 on the 18th Gold 123rd year of Ascendancy at 03:18 Killed by Aerona the cold drake hatchling at level 24 on the 37th Stralite 123rd year of Ascendancy at 05:36 Killed by Urkis, the High Tempest at level 28 on the 13rd Dearth 123rd year of Ascendancy at 00:07 Killed by elven cultist at level 29 on the 30th Dearth 123rd year of Ascendancy at 08:43 Killed by Xerulravena the Guardian at level 30 on the 44th Dearth 123rd year of Ascendancy at 03:13 |
Primary Stats
| Strength | 31 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 56 (base 36) |
| Magic | 63 (base 48) |
| Willpower | 68 (base 38) |
| Cunning | 34 (base 17) |
Resources
| Mana | 0/635 |
| Negative | 0/137 |
| Life | -37/859 |
| Positive | 0/137 |
| Soul | 12/14 |
| Healing Factor | 1.4053097345133 |
| Regeneration | 2.0376991150443 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 3 |
| See Stealth | 5.0000000000008 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 13 |
| Crit Chance | 12% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +30% |
| Blight | +3% |
| Arcane | +27% |
| Darkness | +76% |
Offense: Damage Penetration
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 33.5 (43.636363636364%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 11 |
| Physical Save | 36 |
| Spell Save | 52 |
| Mental Save | 67 |
Defense: Resistances
| Lightning | + 37%( 85%) |
| Light | + 23%( 85%) |
| Temporal | + 30%( 85%) |
| Darkness | + 58%( 85%) |
| Cold | + 46%( 85%) |
| Fire | + 20%( 85%) |
| All | + 18%( 85%) |
Defense: Immunities
| Teleport Resistance | 5% |
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 60% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 457 damage for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 423 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1146% for 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 173.23 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Necrosis | 1.50 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Divination | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | On death will restore to the source up to 4 times the vim's worth. Bleak Outcome |
| beneficial effect | The mana surge engulfs the target, regenerating 5.73 mana per turn. Surging mana |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 |
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 failed to protect the lost tinker from death by Elilelle the sandworm. Escort: lost tinker (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by giant fire ant. Escort: worried loremaster (level 4 of Old Forest) | failed |
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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 382. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed black mamba head. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed storm wyrm claw. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * '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 vampire lord fang. 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 vial of elder vampire blood. * You've found the needed warg claw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Eloda the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +1 Dex / +1 Wil / +10 Con Changes damage: +3% acid Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Light radius: +2 A pair of boots made of leather. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 114, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 327.62 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | dwarven-steel helm 'Duskwaker' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 arcane / 8 darkness Changes stats: +6 Con Changes resistances penetration: +10% darkness Changes damage: +30% darkness / +27% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Dayreaper [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +9 Str / +3 Dex / +5 Wil Changes damage: +15% light Maximum vim: +8.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 70 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | titan's copper ring of sensingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around waist | grounding rough leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +6% lightning / +6% temporal Mental save: +6 (+1 eff.) Maximum life: +43.00 A belt that goes around your waist. |
| In main hand | potent elven-wood starstaff of might (31-37.2 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% darkness Talent granted: +1 Command Staff Spellpower: +14 (+5 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic hardened leather gloves of strength (+3) (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +7 Changes stats: +3 Str Mental save: +5 (+1 eff.) Maximum life: +47.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Belygachak the dwarven-steel mail armour (3 def, 12 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+3 eff.) Fatigue: +16% Changes stats: +5 Cun / +6 Wil Changes resistances: +18% lightning / +3% temporal / +6% light Mental save: +17 (+4 eff.) Blindness immunity: +10% Cut immunity: +10% Life regen: +1.20 Maximum life: +61.00 Healing mod.: +10% A suit of armour made of mail. |
| Cloak | spellcowled linen cloak of the guardian (7 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +7 (+7 eff.) Changes stats: +1 Wil / +1 Mag Physical save: +11 (+5 eff.) Spell save: +16 (+5 eff.) Mental save: +11 (+2 eff.) Maximum mana: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Brenakath'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Changes stats: +6 Str / +5 Dex / +5 Wil Changes resistances: +3% fire / +15% cold / +9% darkness / +6% temporal Changes damage: +3% blight Mental save: +6 (+1 eff.) Teleport immunity: +5% Amulets can have magical properties. |
Inventory
Rune of the Rift (422.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 358.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
ElenudutarPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 arcane Changes stats: +4 Mag Changes resistances: +12% blight / +5% arcane Changes damage: +6% blight Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +41.00 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.earthen ash starstaff of fate (15-18 power, 3 apr, light 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% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +2% Changes damage: +15% light Talent granted: +1 Command Staff Physical save: +10 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+1 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew magestaff (20-24 power, 4 apr, lightning element) Requires: - Magic 24 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% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff of might (20-24 power, 4 apr, blight 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% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+3 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.Cyrolle the Blastblur (23-34.5 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.0 - 34.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * 40% chance to cause random gloom Damage (Melee): +13 temporal / +13 nature Burst (radius 2) on crit: +8 mind When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 mind Changes resistances: +9% mind Changes resistances penetration: +10% lightning Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe of erosion (33-49.5 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +7 nature / +7 temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Delidil the Flashbreak (41.5-62.25 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +20 darkness Damage against: +16% Living When wielded/worn: Physical crit. chance: +3.0% Defense: +9 (+8 eff.) Ranged Defense: +9 (+8 eff.) Changes resistances: +6% lightning Critical mult.: +12.00% Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life Healing mod.: +15% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Tarridumas the Torchmalice (41-61.5 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +19 light Burst (radius 1) on hit: +12 mind / +8 fire Damage against: +23% Undead When wielded/worn: Damage when hit (Melee): 8 fire Critical mult.: +10.00% Mental save: +30 (+7 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Brightstake (26-41.6 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +19 cold / +24 fire Burst (radius 1) on hit: +12 arcane Burst (radius 2) on crit: +12 fire When wielded/worn: Damage when hit (Melee): 4 arcane Changes damage: +3% arcane / +6% fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Naturekiss (21.5-34.4 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 26% chance to cause random gloom Damage (Melee): +14 mind Burst (radius 2) on crit: +8 nature When wielded/worn: Changes stats: +3 Str / +10 Dex / +5 Wil / +5 Cun Grants telepathy: Demon/Minor Demon/Major Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.acidic deep-steel trident of paradox (25-40 power, 10 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid / +12 temporal When wielded/worn: Damage when hit (Melee): 19 temporal Changes resistances: +13% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.Porema (14-19.6 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +9% blight / +9% cold Spell save: +15 (+5 eff.) Cut immunity: +10% Knockback immunity: +15% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Galegasher (27.5-38.5 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +11 fire When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 darkness Changes resistances: +3% darkness / +15% lightning Changes damage: +9% lightning Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.chilling dwarven-steel mace of phasing (26.5-37.1 power, 12 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Damage (Melee): +15 cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace (28-39.2 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Dazzlejustice the vined mindstar (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +20 mind Burst (radius 2) on crit: +12 mind When wielded/worn: Damage when hit (Melee): 8 light Changes damage: +21% mind Physical save: +4 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +0.90 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Zubeth Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +4 Dex / +7 Con Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.30 Wild-gift / Fungus Light radius: +3 See invisible: +9 It can be used to regenerate 144 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.yew longbow Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Anamas the Dawndeath Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Burst (radius 1) on hit: +2 arcane When wielded/worn: Changes resistances penetration: +25% arcane / +14% physical Changes damage: +14% physical / +9% light / +18% arcane Light radius: +2 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.insidious pouch of dwarven-steel shots of accuracy (22/22, 31.5-37.8 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 Damage (Ranged): +29 insidious poison Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.dwarven-steel shield (8 def, 2 armour, 72.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+7 eff.) Fatigue: +12% Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.dwarven-steel shield (8 def, 2 armour, 88 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+7 eff.) Fatigue: +12% Talent granted: +3 Block Handheld deflection devices. |
radiant steel mail armour of Eyal (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +12% blight / +12% darkness Life regen: +1.50 Maximum life: +49.00 Light radius: +1 Healing mod.: +10% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.spiked dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Fatigue: +24% Damage when hit (Melee): 13 physical A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Chamiredrasus the hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +20% blight Changes resistances penetration: +10% blight / +5% mind Changes damage: +21% mind / +9% blight It can be used to create a temporary shield that absorbs 272 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.hardened leather belt 'Glitterwilter' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 light Changes resistances: +10% fire / +6% light / +10% cold Changes resistances penetration: +15% blight Changes damage: +6% blight A belt that goes around your waist. |
Sootveil (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +3% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +18% darkness / +18% blight Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere cloak 'Beleba' (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +5% arcane Changes resistances penetration: +25% acid / +20% arcane Changes damage: +6% arcane / +9% acid Spell save: +11 (+3 eff.) Mental save: +10 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets 'Lustrehunter' (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +6% light / +5% arcane Changes resistances penetration: +10% light Changes damage: +9% light Life regen: +1.90 Stamina each turn: +1.30 Maximum stamina: +16.00 Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.hardened leather cap 'Galymalar' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +13% cold Grants telepathy: Humanoid/Orc Allows you to breathe in: water Critical mult.: +6.00% Physical save: +20 (+8 eff.) Maximum life: +50.00 Maximum stamina: +20.00 Maximum hate: +6.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Lelesin (0 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: -4% Changes stats: +3 Wil / +1 Con Changes damage: +12% mind Grants telepathy: Dragon Critical mult.: +5.00% Mental save: +6 (+1 eff.) Mindpower: +2 (+1 eff.) Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Shineblow the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes stats: +7 Con Changes damage: +21% mind Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.74 alchemist agate 0.00 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. |
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. |
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, costing 80 power out of 80/80. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 111.47 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
dwarven-steel torque of thermal psionic shield 'Tidrathad' [power 81] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances penetration: +10% mind Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 81 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 80 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Kel'Thuzad the Drem Necromancer level 20
41st Steel 123rd year of Ascendancy at 03:59 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Kel'Thuzad the Drem Necromancer level 15
28th Loss 122nd year of Ascendancy at 17:54 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Kel'Thuzad the Drem Necromancer level 19
37th Steel 123rd year of Ascendancy at 20:50 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kel'Thuzad the Drem Necromancer level 20
41st Steel 123rd year of Ascendancy at 03:00 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Kel'Thuzad the Drem Necromancer level 10
19th Wealth 122nd year of Ascendancy at 23:27 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Kel'Thuzad the Drem Necromancer level 20
40th Steel 123rd year of Ascendancy at 22:32 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Kel'Thuzad the Lich Necromancer level 30
43rd Dearth 123rd year of Ascendancy at 15:16 see stats
Lichform (Insane (Adventure) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Kel'Thuzad the Drem Necromancer level 24
37th Stralite 123rd year of Ascendancy at 05:36 see stats
Myths of an age past (Insane (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Kel'Thuzad the Drem Necromancer level 20
41st Steel 123rd year of Ascendancy at 03:59 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Kel'Thuzad the Drem Necromancer level 17
2nd Iron 123rd year of Ascendancy at 02:39 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Kel'Thuzad the Drem Necromancer level 22
11st Stralite 123rd year of Ascendancy at 11:21 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Kel'Thuzad the Drem Necromancer level 20
41st Steel 123rd year of Ascendancy at 03:59 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Kel'Thuzad the Drem Necromancer level 19
35th Steel 123rd year of Ascendancy at 17:49 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Kel'Thuzad the Drem Necromancer level 11
21st Wealth 122nd year of Ascendancy at 21:26 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Kel'Thuzad the Drem Necromancer level 20
41st Steel 123rd year of Ascendancy at 03:59 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Kel'Thuzad the Drem Necromancer level 16
14th Shortage 122nd year of Ascendancy at 16:36 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Kel'Thuzad the Lich Necromancer level 25
25th Voratun 123rd year of Ascendancy at 21:17 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Kel'Thuzad the Drem Necromancer level 19
37th Steel 123rd year of Ascendancy at 16:41 see stats
Log
Entropic Gift from Ravaging entropic rip hits Kel'Thuzad for (9 absorbed), 0 temporal, (2 absorbed), 0 darkness, 2 healing (0 total damage) [2 healing].
Xerulravena the Guardian uses Fearless Cleave.
Xerulravena the Guardian performs a melee critical strike against Kel'Thuzad!
Kel'Thuzad shrugs off the critical damage!
Your shield crumbles under the damage!
The shield around Kel'Thuzad crumbles.
Kel'Thuzad hits Xerulravena the Guardian for 11 darkness, 0 arcane (11 total damage).
Mana Clash hits Kel'Thuzad for 13 arcane damage.
Xerulravena the Guardian hits Kel'Thuzad for (29 absorbed), 104 physical (104 total damage).
Kel'Thuzad HEALS from darkness damage!
Ravaging entropic rip's Netherblast hits Kel'Thuzad for 37 temporal, 29 darkness, 20 healing (66 total damage) [20 healing].
Eldritch eye casts Manathrust.
Kel'Thuzad HEALS from darkness damage!
Eldritch eye hits Kel'Thuzad for 110 arcane damage.
Eldritch eye hits Xerulravena the Guardian for 0 arcane damage.
Entropic Gift from Ravaging entropic rip hits Kel'Thuzad for 3 temporal, 6 darkness, 4 healing (9 total damage) [4 healing].
Black Blood Bleeding from Kel'Thuzad hits Xerulravena the Guardian for 31 darkness damage.
Xerulravena the Guardian spits acid!
Kel'Thuzad is disarmed!
Xerulravena the Guardian hits Kel'Thuzad for 143 acid damage.
Mana Clash hits Kel'Thuzad for 18 arcane damage.
Xerulravena the Guardian stops bleeding black blood.
Kel'Thuzad has survived the entropic gift.
Eldritch eye casts Manathrust.
Eldritch eye hits Kel'Thuzad for 110 arcane damage.
Eldritch eye hits Xerulravena the Guardian for 0 arcane damage.
Xerulravena the Guardian uses Mana Clash.
Saving game...







































































































