











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: ZOmnibus Addon Pack 1.7.4Combines 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: Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 4090% |
Size | small |
Lifes / Deaths | Killed by Nartet at level 42 on the 13rd Dusk 124th year of Ascendancy at 13:55 / 3Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 45th Haze 125th year of Ascendancy at 13:28 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 45th Haze 125th year of Ascendancy at 13:41 |
Primary Stats
Strength | 24 (base 7) |
Dexterity | 45 (base 29) |
Constitution | 79 (base 57) |
Magic | 109 (base 66) |
Willpower | 51 (base 11) |
Cunning | 115 (base 62) |
Resources
Life | -827/479 |
Mana | 857/867 |
Soul | 19/22 |
Healing Factor | 1.5868020097745 |
Regeneration | 20.516105316143 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 47.397866056132 |
See Invisible | 47.397866056132 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 55 |
Accuracy | 36 |
Crit Chance | 42% |
APR | 30 |
Speed | 0.91 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 83% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Blight | +45% |
Arcane | +41% |
Cold | +70% |
All | +21% |
Physical | +46% |
Lightning | +45% |
Light | +103% |
Temporal | +35% |
Mind | +52% |
Darkness | +195% |
Fire | +30% |
Nature | +36% |
Offense: Damage Penetration
Darkness | +35% |
Nature | +40% |
Acid | +30% |
Mind | +58% |
All | +25% |
Defense: Base
Armour (hardiness) | 10 (35.65183292883%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 74 |
Mental Save | 80 |
Defense: Resistances
Acid | + 55%( 70%) |
Blight | + 40%( 70%) |
Arcane | + 39%( 70%) |
Cold | + 70%( 70%) |
All | + 34%( 70%) |
Darkness | + 70%( 70%) |
Temporal | + 60%( 70%) |
Lightning | + 53%( 70%) |
Mind | + 53%( 70%) |
Fire | + 65%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 0% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 39 up to 6 times. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 204 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 490 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Master of flesh | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master of bones | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.50 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Death | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Undead / Lich | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Silakira the forest troll. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. * You have returned the Heart of Rel to the town elder. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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: 3263. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Dmg.mod +12% mind +9% fire ----- def ----- Armour +5 Fatigue +4% Resists +21% fire +9% mind +13% cold Phys.save +14 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +15 (+3 eff.) Silence- +50% Confus- +46% Stun/Frz- +48% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 125, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 601.80 darkness damage (based on Mindpower and charge). Uses 9 power out of 7/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Cun +2 Con dps ---------- Mind.crit +5% Mind.pwr +9 (+2 eff.) Dmg.mod +15% physical +15% light +14% temporal +19% mind +19% cold +20% arcane +15% darkness ----- def ----- Defense +3 (+1 eff.) Resists +28% cold +19% mind +12% nature Phys.save +15 (+3 eff.) Mind.save +20 (+4 eff.) Def/telep +18 Res/telep +18% Dur/telep +18% ---------- misc Vim/s.crit +2.37 Max.mana +109.00 Max.psi +35.00 Infravis +1 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +20.00% ----- def ----- Resists +9% temporal Phys.save +18 (+4 eff.) Spell.save +18 (+4 eff.) HP.reg +4.08 Stun/Frz- +20% ---------- misc Hate/m.crit +3.00 Sting an enemy dealing 762 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to gain a 37% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Mind.crit +4% Crit.mult +20.88% Mind.pwr +31 (+7 eff.) Dmg.mod +21% darkness ----- def ----- Resists +23% acid +6% darkness +26% fire +26% cold +26% lightning Mind.save +15 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. The set is complete. While equipped: dps ---------- Spell.pwr +18 (+4 eff.) Dmg.mod +24% darkness +10% cold ----- def ----- Resists +15% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 Talent level: +1 Call of the Crypt. Talent level: +1 Rime Wraith. Talent level: +1 Dread. Talent level: +1 Call of the Mausoleum. Talent level: +1 Boneyard. Impending Doom: Level 2.6 Pwr.cost 34 out of 14/40. Range 7 Travel.spd instantaneous Is necromancy a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and it will take 120% of its remaining life (or 904.21, whichever is lower) over 10 turns as frostdusk damage. This spell is so powerful that every 3 turns it tears a part of the target's soul, generating one soul for you. The damage will increase with your Spellpower. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +7 Wil +8 Cun dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +6 (+3 eff.) Dmg.mod +6% acid ----- def ----- Resists +9% blight +12% temporal +7% arcane +3% lightning Phys.save +20 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+4 eff.) HP.reg +3.60 Heal.mod +27% ---------- misc Light +3 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. The set is complete. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +52 (+11 eff.) Dmg.mod +35% darkness ----- def ----- Spell.save +25 (+6 eff.) Mind.save +10 (+2 eff.) ---------- misc Mana/turn +0.50 Max.mana +50.00 Masteries +0.20 Spell/Nightfall +0.20 Spell/Master necromancer +0.20 Spell/Master of flesh +0.20 Spell/Animus +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 3.0 Pwr.cost 17 out of 20/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 34.20 mind and 66.38 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 25% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 24. Terrified: Deals 8.36 mind and 16.23 darkness damage per turn and increases cooldowns by 38%. Haunted: Causes the target to suffer 13.47 mind and 26.15 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +10 Cun dps ---------- Spell.crit +14% Spell.pwr +34 (+7 eff.) Dmg.mod +15% nature +44% darkness +52% light +12% all Res.pen +5% acid +15% nature Melee Ret 8 nature ----- def ----- Resists +3% nature +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Spell.crit +8% Crit.mult +26.15% Dmg.mod +24% lightning +24% blight Res.pen +33% mind ----- def ----- Defense +18 (+5 eff.) Resists +18% temporal Phys.save +15 (+3 eff.) ---------- misc Vim/s.crit +2.62 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +5 Mag dps ---------- Crit.mult +20.00% Phys.pwr +9 (+5 eff.) S.pwr/crit +6 Phys.spd +10% Dmg.mod +10% physical Acc +9 (+4 eff.) Apr +18 ----- def ----- Defense +15 (+4 eff.) Fatigue -10% Resists +9% acid HP.reg +5.00 Silence- +24% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.58 Max.mana +60.00 Max.stam +35.50 Amulets make your neck look great! |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 115.24 physical damage and 214.70 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 504 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 645 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 477.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 288.04 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 88 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 587 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 7 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 148 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +6 Wil +7 Mag dps ---------- Crit.mult +20.00% Mind.pwr +25 (+6 eff.) Dmg.mod +6% light Melee Ret 4 blight ----- def ----- Resists +6% blight ---------- misc Hate/m.crit +5.00 Light +3 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Resists +3% acid +6% cold +14% mind +9% nature Phys.save +12 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save +19 (+4 eff.) Confus- +35% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Spell.pwr +30 (+6 eff.) S.pwr/crit +10 Dmg.mod +15% fire ----- def ----- Fatigue -7% Resists +20% light HP.reg +4.00 ---------- misc Max.mana +100.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Mag +3 Wil dps ---------- Crit.mult +15.00% Dmg.mod +18% lightning +12% blight Res.pen +26% arcane ----- def ----- Resists +26% mind Confus- +40% ---------- misc Mana/s.crit +2.09 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +8 Str +4 Dex +4 Mag +5 Wil +8 Cun +7 Con dps ---------- Res.pen +15% mind +15% fire ----- def ----- Fatigue -10% HP.reg +5.00 ---------- misc Infravis +3 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 233.25 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +9% acid Acc +10 (+5 eff.) Apr +20 On Hit (Melee): * 24% chance to reduce armor by 45% * 24% chance to reduce all saves and defense by 36 ----- def ----- Resists +30% lightning +3% mind +12% acid Stun/Frz- +50% ---------- misc Masteries +0.37 Spell/Master necromancer +0.77 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +10 Wil +6 Con +20 Lck dps ---------- Dmg.mod +6% mind Res.pen +5% darkness +30% mind Acc +16 (+7 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 29% * 24% chance to reduce all saves and defense by 36 ----- def ----- Defense +20 (+5 eff.) Resists +9% fire +14% physical Phys.save +16 (+4 eff.) Unseen.red 20% Max.HP +68.00 HP.reg +11.00 ---------- misc Stam/turn +1.20 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +9 Str +7 Dex +3 Con dps ---------- Crit.mult +10.00% Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Armour +4 Resists +6% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: ----- def ----- Armour +6 Resists +4% physical +6% mind +12% light Die.at -60.00 life Heal.mod +15% Blind- +27% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +4 See.Stealth +8 See.Invis +10 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Dex +9 Mag dps ---------- Spell.pwr +30 (+6 eff.) Acc +18 (+7 eff.) ----- def ----- Resists +6% lightning +18% fire +9% light ---------- misc Mana/s.crit +2.00 Max.mana +80.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +9 Str +8 Wil +8 Cun +8 Con dps ---------- Phys.pwr +11 (+6 eff.) Mind.pwr +11 (+2 eff.) Res.pen +10% acid ----- def ----- Armour +2 Resists +3% nature +15% cold Silence- +44% Confus- +20% ---------- misc Mana/turn +0.34 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +30 (+7 eff.) Dmg.mod +6% mind Res.pen +25% darkness +25% mind ----- def ----- Resists +9% blight Mind.save +10 (+2 eff.) Silence- +20% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +17 (+4 eff.) Stealth +8 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Dex +5 Wil +4 Cun dps ---------- Phys.crit +5.0% Crit.mult +11.00% Phys.pwr +5 (+3 eff.) ----- def ----- Phys.save +16 (+4 eff.) Spell.save +14 (+3 eff.) Mind.save +15 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +14% darkness Res.pen +11% darkness +10% light Phasing +30% ----- def ----- Defense +2 (+1 eff.) Resists +19% darkness Stealth +14 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.28 Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +4 Dex +8 Mag dps ---------- Dmg.mod +9% arcane +9% cold ----- def ----- Defense +20 (+5 eff.) Resists +46% light +50% fire Phys.save +10 (+2 eff.) Spell.save +12 (+3 eff.) Mind.save +28 (+6 eff.) Stealth +29 Die.at -50.00 life ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +2 Wil +4 Cun +4 Con dps ---------- Dmg.mod +6% blight ----- def ----- Armour +10 Defense +18 (+5 eff.) Resists +24% lightning +12% blight Crit.chn- 15.00% Phys.save +40 (+10 eff.) Spell.save +25 (+6 eff.) Mind.save +40 (+8 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +1 Silence- +22% Confus- +22% Stun/Frz- +21% ---------- misc Size +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +5 Cun +2 Mag ----- def ----- Armour +3 Resists +6% mind Spell.save +12 (+3 eff.) Blind- +10% Silence- +38% Confus- +52% Pinning- +20% Stun/Frz- +55% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +1 Wil +3 Cun +2 Con dps ---------- Spell.crit +1% Dmg.mod +6% arcane +6% blight ----- def ----- Armour +3 Fatigue -6% Phys.save +24 (+6 eff.) Mind.save +16 (+4 eff.) ---------- misc Max.enc +29 Max.vim +30.00 Spell.cld 10% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +4 Str +6 Dex +3 Con +11 Lck dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Armour +5 Resists +6% light +26% fire +5% arcane +20% cold Stealth +13 Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +20% Mind.crit +17% Crit.mult +8.00% ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness Res.pen +10% acid +25% light Melee Ret 4 acid ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +16% darkness +15% light ---------- misc Light +2 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Str +3 Wil +10 Cun dps ---------- Phys.crit +1.0% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +19% cold Res.pen +15% mind +20% physical Melee Ret 4 mind 4 physical ----- def ----- Defense +13 (+3 eff.) Resists +28% cold Shield.pwr +15% Mind.save +15 (+3 eff.) HP.reg +4.80 ---------- misc Mana/turn +3.00 Mana/ret +2.10 Max.mana +104.00 Manaflow: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 17 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Dmg.mod +27% darkness Res.pen +25% nature Melee Ret 10 nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Psionic While equipped: Stats +24 Cun +14 Wil dps ---------- Phys.crit +1.0% Mind.crit +5% Phys.pwr +15 (+8 eff.) Mind.pwr +21 (+5 eff.) Dmg.mod +20% darkness +19% physical Res.pen +10% physical Acc +5 (+3 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +20% darkness +20% physical Phys.save +6 (+1 eff.) Spell.save +3 (+0 eff.) Mind.save +15 (+3 eff.) Cut- +24% ---------- misc Max.hate +12.00 A pointy cloth hat, very wizardly... |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +3.0% Dmg.mod +3% physical Res.pen +15% darkness Apr +2 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(108 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Random Unique] Nature/Psionic While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +12% lightning +9% nature +3% darkness Phys.save +21 (+5 eff.) Spell.save +13 (+3 eff.) Mind.save +21 (+5 eff.) Heal.mod +16% ---------- misc Light +4 See.Stealth +14 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness +6% cold ----- def ----- Resists +20% darkness +3% fire Phys.save +8 (+2 eff.) Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +25% darkness +10% light ----- def ----- Resists +12% lightning +12% fire +12% light ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 650 cold damage (based on your Magic). Uses 17 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 68 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 67.89 cold damage and 58.31 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 578 power out of 680/680 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +6% blight +3% cold +9% darkness +12% lightning Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 456 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 80. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 6 detrimental mental effects for 5 turns Puts all charms on 29 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% arcane Res.pen +15% arcane ----- def ----- Spell.save +12 (+3 eff.) ---------- misc Mana/s.crit +2.65 Max.vim +40.00 Wards +6 lightning +6 cold +6 arcane +6 darkness Talents +1 Ward Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce fatigue by 57% for 2 turns. 100% to increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Nartet the Lich Necromancer level 45
68th Dusk 124th year of Ascendancy at 07:25 see stats
By Nartet the Yeek Necromancer level 31
21st Dusk 123rd year of Ascendancy at 12:52 see stats
By Nartet the Lich Necromancer level 44
35th Dusk 124th year of Ascendancy at 15:36 see stats
By Nartet the Lich Necromancer level 50
3rd Pyre 125th year of Ascendancy at 18:37 see stats
By Nartet the Lich Necromancer level 50
12nd Pyre 125th year of Ascendancy at 22:48 see stats
By Nartet the Lich Necromancer level 50
71st Pyre 125th year of Ascendancy at 20:45 see stats
By Nartet the Lich Necromancer level 48
16th Haze 124th year of Ascendancy at 08:38 see stats
By Nartet the Yeek Necromancer level 28
72nd Regrowth 123rd year of Ascendancy at 15:41 see stats
By Nartet the Lich Necromancer level 50
69th Regrowth 125th year of Ascendancy at 09:24 see stats
By Nartet the Yeek Necromancer level 18
71st Haze 122nd year of Ascendancy at 14:58 see stats
By Nartet the Lich Necromancer level 50
1st Mirth 125th year of Ascendancy at 16:31 see stats
By Nartet the Lich Necromancer level 50
8th Pyre 125th year of Ascendancy at 20:28 see stats
By Nartet the Lich Necromancer level 47
74th Dusk 124th year of Ascendancy at 15:30 see stats
By Nartet the Lich Necromancer level 48
74th Dusk 124th year of Ascendancy at 17:20 see stats
By Nartet the Lich Necromancer level 50
12nd Haze 125th year of Ascendancy at 03:12 see stats
By Nartet the Lich Necromancer level 50
32nd Haze 125th year of Ascendancy at 11:21 see stats
By Nartet the Yeek Necromancer level 34
54th Dusk 123rd year of Ascendancy at 14:03 see stats
By Nartet the Lich Necromancer level 50
29th Dusk 125th year of Ascendancy at 07:34 see stats
By Nartet the Yeek Necromancer level 24
31st Regrowth 123rd year of Ascendancy at 22:26 see stats
By Nartet the Yeek Necromancer level 34
54th Dusk 123rd year of Ascendancy at 14:51 see stats
By Nartet the Yeek Necromancer level 36
36th Haze 123rd year of Ascendancy at 21:44 see stats
By Nartet the Lich Necromancer level 50
19th Dusk 125th year of Ascendancy at 03:17 see stats
By Nartet the Lich Necromancer level 50
8th Pyre 125th year of Ascendancy at 22:55 see stats
By Nartet the Lich Necromancer level 50
10th Flare 125th year of Ascendancy at 18:19 see stats
By Nartet the Yeek Necromancer level 25
50th Regrowth 123rd year of Ascendancy at 15:18 see stats
By Nartet the Lich Necromancer level 50
13rd Pyre 125th year of Ascendancy at 20:33 see stats
By Nartet the Lich Necromancer level 50
37th Haze 125th year of Ascendancy at 16:25 see stats
By Nartet the Yeek Necromancer level 10
13rd Haze 122nd year of Ascendancy at 00:58 see stats
By Nartet the Yeek Necromancer level 20
5th Allure 123rd year of Ascendancy at 11:08 see stats
By Nartet the Yeek Necromancer level 30
3rd Summertide 123rd year of Ascendancy at 16:58 see stats
By Nartet the Yeek Necromancer level 40
43rd Regrowth 124th year of Ascendancy at 09:41 see stats
By Nartet the Lich Necromancer level 50
40th Haze 124th year of Ascendancy at 19:15 see stats
By Nartet the Lich Necromancer level 42
13rd Dusk 124th year of Ascendancy at 13:55 see stats
By Nartet the Yeek Necromancer level 37
3rd Allure 124th year of Ascendancy at 05:51 see stats
By Nartet the Lich Necromancer level 50
27th Haze 125th year of Ascendancy at 07:55 see stats
By Nartet the Lich Necromancer level 50
55th Dusk 125th year of Ascendancy at 15:28 see stats
By Nartet the Lich Necromancer level 50
2nd Flare 125th year of Ascendancy at 22:28 see stats
By Nartet the Lich Necromancer level 50
29th Dusk 125th year of Ascendancy at 07:33 see stats
By Nartet the Lich Necromancer level 50
68th Haze 124th year of Ascendancy at 21:16 see stats
By Nartet the Yeek Necromancer level 29
9th Mirth 123rd year of Ascendancy at 11:01 see stats
By Nartet the Yeek Necromancer level 37
10th Decay 123rd year of Ascendancy at 00:43 see stats
By Nartet the Lich Necromancer level 48
39th Haze 124th year of Ascendancy at 13:37 see stats
By Nartet the Yeek Necromancer level 35
33rd Haze 123rd year of Ascendancy at 14:19 see stats
By Nartet the Lich Necromancer level 48
1st Time of Equilibrium 124th year of Ascendancy at 14:37 see stats
By Nartet the Lich Necromancer level 50
24th Haze 125th year of Ascendancy at 10:15 see stats
By Nartet the Lich Necromancer level 50
56th Dusk 125th year of Ascendancy at 21:53 see stats
By Nartet the Yeek Necromancer level 31
21st Dusk 123rd year of Ascendancy at 12:52 see stats
By Nartet the Yeek Necromancer level 2
75th Pyre 122nd year of Ascendancy at 07:10 see stats
By Nartet the Yeek Necromancer level 9
10th Haze 122nd year of Ascendancy at 21:48 see stats
By Nartet the Yeek Necromancer level 31
21st Dusk 123rd year of Ascendancy at 12:52 see stats
By Nartet the Yeek Necromancer level 29
2nd Mirth 123rd year of Ascendancy at 15:47 see stats
By Nartet the Lich Necromancer level 50
19th Dusk 125th year of Ascendancy at 03:15 see stats
By Nartet the Yeek Necromancer level 13
18th Haze 122nd year of Ascendancy at 19:09 see stats
By Nartet the Lich Necromancer level 50
39th Pyre 125th year of Ascendancy at 18:26 see stats
By Nartet the Yeek Necromancer level 25
54th Regrowth 123rd year of Ascendancy at 20:43 see stats
By Nartet the Yeek Necromancer level 17
37th Haze 122nd year of Ascendancy at 09:23 see stats
By Nartet the Lich Necromancer level 43
32nd Dusk 124th year of Ascendancy at 08:03 see stats
By Nartet the Yeek Necromancer level 31
21st Dusk 123rd year of Ascendancy at 12:28 see stats
Log
Nartet casts Rigor Mortis.
Linaniil, Supreme Archmage of Angolwen activates Hurricane.
Talent Invoke Darkness is ready to use.
Ghast's purging blight area effect hits Linaniil, Supreme Archmage of Angolwen for (33 absorbed), (33 mana), 0 blight (0 total damage).
Disruption Shield hits Linaniil, Supreme Archmage of Angolwen for (103 absorbed), (103 mana), (103 absorbed), (103 mana), (103 absorbed), (103 mana), (103 absorbed), (103 mana) (0 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 0 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 0 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Nartet for 44 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 0 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 0 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Nartet for 44 fire damage.
Nartet casts Invoke Darkness.
Linaniil, Supreme Archmage of Angolwen deactivates Disruption Shield.
Linaniil, Supreme Archmage of Angolwen's disruption shield collapses and then explodes in a powerful manastorm!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen HEALS from darkness damage!
Nartet hits Linaniil, Supreme Archmage of Angolwen for (227 absorbed), (227 mana), 419 darkness, 137 healing (419 total damage) [137 healing].
Linaniil, Supreme Archmage of Angolwen casts Elemental Array Burst.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Nartet resists the stun!
Linaniil, Supreme Archmage of Angolwen hits Nartet for 440 thaumic energy, 170 physical, 174 fire (784 total damage).
Linaniil, Supreme Archmage of Angolwen casts Elemental Array Burst.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen hits Nartet for 365 thaumic energy damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for (103 shifted), 0 fire (0 total damage).
Nartet the level 50 lich necromancer was annihilated to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.