










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Free 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. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 22 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Vorawyn the great wolf at level 22 on the 8th Haze 122nd year of Ascendancy at 21:03 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 24 (base 21) |
| Magic | 59 (base 51) |
| Willpower | 15 (base 13) |
| Cunning | 35 (base 30) |
Resources
| Life | -627/326 |
| Mana | 46/272 |
| Soul | 12/14 |
| Vim | 164/184 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 8.4353689148214 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 4 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 38 |
| Crit Chance | 18% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 25% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Light | +12% |
| Physical | +26% |
| All | 0% |
| Nature | +6% |
Offense: Damage Penetration
| Fire | +15% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 44 |
| Mental Save | 43 |
Defense: Resistances
| Arcane | + 22%( 70%) |
| Mind | + 23%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 34%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 28%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 42% |
| Knockback Resistance | 10% |
| Confusion Resistance | 21% |
| Stun Resistance | 63% |
| Disarm Resistance | 22% |
| Poison Resistance | 20% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 602% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 423 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Effects
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 |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * '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 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Hettuvon (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Physical Crit +4.0% Critical power +5.00% Mindpower +10 (+5 eff.) Accuracy +15 (+5 eff.) defense ------ Armor +1 Silence Resist +22% Confus Resist +21% Stun Resist +23% other ------- Max hate +2.00 A pair of boots made of leather. |
| Light source | Bokonik the Rotquench2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% nature +3% light When Hit 2 cold On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +6% nature Life +40.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Zuburiba the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +13% darkness +11% physical Ignore resists +10% mind defense ------ Defense +2 (+2 eff.) Resistance +8% darkness +10% physical Shield Power +7% Mind save +8 (+3 eff.) Life Regen +3.30 Silence Resist +20% other ------- Psi when Hit +0.04 Max hate +7.00 A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Bethywyn' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +3 Str +2 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Unlife -60.00 life other ------- Spell cooldown 10% Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
| On fingers | savior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+2 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
| Around waist | Arendur1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +15 (+7 eff.) Accuracy +15 (+5 eff.) defense ------ Defense +10 (+6 eff.) Resistance +7% fire +5% cold Unlife -60.00 life other ------- Max stamina +10.00 A belt that goes around your waist. |
| In main hand | Belivea the Noonwalker (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Con offense ------ Physical Crit +2.0% Spell Crit +14% Critical power +11.00% Spellpower +12 (+4 eff.) Spellpower/crit +6 Damage +9% light +15% physical Accuracy +5 (+1 eff.) defense ------ Physical save +7 (+2 eff.) Spell save +6 (+2 eff.) Mind save +8 (+3 eff.) other ------- Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 28.47 to 34.16 physical damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Ashveil' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Str +2 Mag +1 Wil offense ------ Ignore resists +15% fire Accuracy +6 (+2 eff.) defense ------ Armor +1 Physical save +6 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cashmere robe 'Layema' (3 def, 2 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) defense ------ Armor +2 Defense +3 (+2 eff.) Resistance +12% darkness +13% mind +3% cold +5% arcane +11% all Physical save +30 (+10 eff.) Spell save +31 (+10 eff.) Mind save +22 (+7 eff.) Life +40.00 Blind Resist +10% Poison Resist +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Barifast' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) Accuracy +5 (+1 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -3% Resistance +6% darkness +6% temporal Unlife -40.00 life Knockbk Resist +10% other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Murktreason the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% nature defense ------ Resistance +12% fire +11% cold Physical save +6 (+2 eff.) Mind save +3 (+1 eff.) Unlife -60.00 life Amulets make your neck look great! |
Inventory
movement infusion (speed 448%; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 572%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 572% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune (damage 30; dur 4; cd 23)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 30.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring 'Unlightnail'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +3 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Resistance +6% darkness +21% fire Physical save +7 (+2 eff.) Spell save +7 (+2 eff.) Mind save +8 (+3 eff.) other ------- Infravision +2 Rings make your fingers look great! |
mule's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +21 Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+3 eff.) Rings make your fingers look great! |
steel battleaxe (121% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Normal] Weapon Damage 122% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
arcing dwarven-steel dagger of amnesia (115% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Psionic Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 76 damage Sharp, short and deadly. |
balanced steel dagger (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +23% Sharp, short and deadly. |
iron greatmaul 'Duskjustice' (115% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 115% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+3 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +8 Defense +10 (+6 eff.) Resistance +12% lightning Mind save +3 (+1 eff.) Healmod +10% Disarm Resist +31% Massive two-handed mauls. |
balanced dwarven-steel mace of erosion (128% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego] Nature/Master Weapon Damage 128% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Accuracy +8 (+2 eff.) defense ------ Defense +8 (+5 eff.) Disarm Resist +23% Blunt and deadly. |
Hellvalor (100% power, 2 apr, temporal element)5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +3 (+1 eff.) Damage +12% fire +10% temporal Ignore resists +5% arcane defense ------ Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) other ------- Mana/turn +0.08 Mana-on-crit +1.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, cold element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Gehor' (100% power, 2 apr, temporal element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Str offense ------ Physical Crit +2.0% Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +6% physical +10% temporal Ignore Armor +4 defense ------ Unlife -40.00 life other ------- Stamina/turn +1.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm vilestaff of might (107% power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 107% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +5 (+2 eff.) Damage +13% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
rough leather belt 'Frigidhack'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +9% mind Ignore resists +10% blight When Hit 10 cold defense ------ Resistance +6% cold Mind save +6 (+2 eff.) other ------- Hate-on-crit +2.00 A belt that goes around your waist. |
Islowe the Radiancecutter (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +12% light +21% mind Ignore resists +25% mind +10% light Accuracy +4 (+1 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Galuntir' (1 def, 4 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Mag offense ------ Physical Power +20 (+10 eff.) When Hit 4 mind defense ------ Armor +4 Defense +1 (+1 eff.) Life +31.00 other ------- Max stamina +30.00 Max hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour) =2str=2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con defense ------ Defense +1 (+1 eff.) Life +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethagadhewe the Icebraze (2 def, 3 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Master While equipped: offense ------ Damage +11% nature +3% cold Ignore resists +20% cold When Hit 2 cold defense ------ Armor +3 Defense +2 (+2 eff.) Resistance +6% blight +6% cold +16% nature +9% all Physical save +18 (+6 eff.) Life +48.00 Life Regen +2.30 Healmod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Icebreeze (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +6 Mag +5 Wil +2 Cun offense ------ Mindpower +10 (+5 eff.) Damage +6% mind Ignore resists +5% cold defense ------ Resistance +12% mind +9% all other ------- Mana/turn +0.14 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of the mountain (+11%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% physical defense ------ Resistance +7% all +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belurak the pair of rough leather boots (0 def, 1 armour) =4str=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Crit +3.0% Ignore Armor +3 defense ------ Armor +1 Resistance +3% lightning +6% fire +3% temporal +6% cold A pair of boots made of leather. |
Gleambrace the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Wil offense ------ Spellpower +4 (+2 eff.) When Hit 4 arcane defense ------ Armor +1 other ------- Max mana +20.00 Light +2 A pair of boots made of leather. |
Gilaith the Chargeblast (0 def, 2 armour) =9str=1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +9 Str +7 Cun +2 Con offense ------ Physical Power +10 (+5 eff.) Ignore resists +10% acid defense ------ Armor +2 Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Arcane While equipped: offense ------ On-Hit 8 light Damage +5% light defense ------ Armor +2 Fatigue +3% Resistance +7% light 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. |
Emovea the Skysever (0 def, 1 armour) =6con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Con offense ------ Damage +9% lightning Ignore resists +10% lightning On-Hit (Melee): * 20% chance to reduce armor by 33% defense ------ Armor +1 Fatigue +1% other ------- See Invis +12 A cap made of leather. |
Gyna the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +4 Mag +1 Wil +3 Cun offense ------ Ignore Armor +4 defense ------ Armor +1 Fatigue +1% Crit Resistance 5.00% other ------- See Invis +3 A cap made of leather. |
Kifast the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Con +3 Wil defense ------ Defense +1 (+1 eff.) Resistance +9% fire +3% mind +3% darkness Physical save +6 (+2 eff.) Mind save +3 (+1 eff.) Unlife -60.00 life A pointy cloth hat, very wizardly... |
Velagaba the rough leather cap (0 def, 1 armour) =5str=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Str +1 Con offense ------ Spell Crit +4% defense ------ Armor +1 Fatigue +1% other ------- Vim-on-crit +2.00 A cap made of leather. |
cleansing rough leather cap of constitution (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% Resistance +6% nature +5% blight A cap made of leather. |
grounding rough leather cap of ire (0 def, 1 armour) =2str=2.0 Encumbrance T1 head armor [Ego+] Nature/Master While equipped: Stats +2 Str +1 Con defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal Physical save +6 (+2 eff.) Mind save +5 (+2 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
insulating linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +5% fire +6% cold A pointy cloth hat, very wizardly... |
Cindernull (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Random Unique] Arcane/Master While equipped: offense ------ Ignore resists +15% fire When Hit 2 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +3% blight +7% physical +21% temporal +18% cold Physical save +15 (+5 eff.) A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +19% lightning Life Regen +3.10 other ------- Stamina/turn +1.10 A suit of armour made of mail. |
hardened leather armour of the deep (9 def, 9 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +9 Defense +9 (+5 eff.) Fatigue +8% Resistance +7% acid +8% cold other ------- Breathe water A suit of armour made of leather. |
Boltfiend (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Master While equipped: Stats +6 Str offense ------ Damage +6% lightning defense ------ Armor +9 Fatigue +22% Resistance +21% acid +7% physical +9% light +6% cold +5% arcane +12% darkness other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
iron plate armour of resilience (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Ego] Nature While equipped: defense ------ Armor +7 Fatigue +22% Life +24.00 A suit of armour made of metal plates. |
icy dwarven-steel shield of resistance (0 def, 6 armour, 81 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 cold When Hit 5 ice defense ------ Armor +6 Fatigue +8% Resistance +7% acid +7% fire +5% lightning +7% cold other ------- Talents +1 Block Handheld deflection devices. |
Bogwind (21/21, 127% power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Rare] Nature Weapon Damage 127% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 21 On-ranged-hit +20 mind +20 cold On-crit, radius 2 +20 nature +11 cold On Hit: * 20% chance to slow global speed by 46% * 20% chance to reduce all saves and defense by 20 Arrows are used with bows to pierce your foes to death. |
4 agate0.0 Encumbrance 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. |
86 alchemist agate0.0 Encumbrance 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance 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. |
iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Freezeresolve' (dig speed 36 turns) =3 str=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% physical +5% cold When Hit 2 physical On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Fatigue -5% Resistance +3% cold other ------- Stamina/turn +3.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
brass lantern 'Erelarig'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Spellpower +20 (+7 eff.) Ignore resists +10% blight defense ------ Resistance +3% acid +5% arcane Mind save +6 (+2 eff.) other ------- Max vim +40.00 Light +3 See Stealth +6 See Invis +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. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +42.00 other ------- 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. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 other ------- 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
Aretha the Airmortal (19/19, 110% power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Psionic Weapon Damage 110% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 19 On-ranged-hit +20 mind +11 physical On-Hit, radius 1 +20 lightning On-crit, radius 2 +8 mind +16 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage Shots are used with slings to pummel your foes to death. |
Xeba the Abyssqueen [power 2] (25 cooldown) =5con=2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex +5 Con offense ------ Damage +6% fire defense ------ Resistance +6% fire other ------- Max stamina +20.00 See Invis +9 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
overpowered steel torque of mindblast [power 250] (21 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 250 mind damage and silencing them for 4 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
innervating elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing ash totem of thorny skin [power 25] (20 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
piercing ash wand of shielding [power 182] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 195 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Forgotten Wail the Higher Necromancer level 14
1st Dusk 122nd year of Ascendancy at 21:19 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Forgotten Wail the Higher Necromancer level 22
8th Haze 122nd year of Ascendancy at 15:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Forgotten Wail the Higher Necromancer level 10
4th Mirth 122nd year of Ascendancy at 21:36 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Forgotten Wail the Higher Necromancer level 20
64th Dusk 122nd year of Ascendancy at 04:04 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Forgotten Wail the Higher Necromancer level 21
7th Haze 122nd year of Ascendancy at 00:12 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Forgotten Wail the Higher Necromancer level 8
4th Mirth 122nd year of Ascendancy at 02:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Forgotten Wail the Higher Necromancer level 7
78th Pyre 122nd year of Ascendancy at 10:19 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Forgotten Wail the Higher Necromancer level 13
2nd Flare 122nd year of Ascendancy at 04:31 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Forgotten Wail the Higher Necromancer level 22
8th Haze 122nd year of Ascendancy at 03:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Forgotten Wail the Higher Necromancer level 15
24th Dusk 122nd year of Ascendancy at 22:43 see stats
Log
Armoured skeleton warrior is no longer out of phase.
Skeleton master archer picks up the remains of its fallen comrade.
Skeleton master archer shatters!
Something hits Skeleton master archer for 117 cold damage.
Vorawyn the great wolf shares damage with his oozes!
Something killed Skeleton master archer!
Bleeding from Forgotten Wail hits Vorawyn the great wolf for (6 to psi shield), 5 physical (5 total damage).
Forgotten Wail is poisoned!
Forgotten Wail slows down.
Vorawyn the great wolf's Slime Spit hits Forgotten Wail for 142 nature damage.
Armoured skeleton warrior slows down.
Vorawyn the great wolf's Slime Spit hits Armoured skeleton warrior for 92 nature damage.
Forgotten Wail casts Black Ice.
Vorawyn the great wolf shares damage with his oozes!
Forgotten Wail hits Vorawyn the great wolf for 37 cold damage.
Armoured skeleton warrior slows down.
Vorawyn the great wolf's Slime Spit hits Armoured skeleton warrior for 50 nature damage.
Poison from Vorawyn the great wolf hits Forgotten Wail for 32 nature damage.
Vorawyn the great wolf shares damage with his oozes!
Vorawyn the great wolf's Beyond the Flesh hits Forgotten Wail for 99 physical, 9 darkness, 26 physical (134 total damage).
Bleeding from Forgotten Wail hits Vorawyn the great wolf for (8 to psi shield), 6 physical (6 total damage).
Melee retaliation hits Vorawyn the great wolf for 1 cold damage.
Vorawyn the great wolf uses Telekinetic Smash.
Vorawyn the great wolf performs a melee critical strike against Forgotten Wail!
Vorawyn the great wolf performs a melee critical strike against Forgotten Wail!
Vorawyn the great wolf shares damage with his oozes!
Melee retaliation hits Vorawyn the great wolf for 1 cold, 1 cold, 1 cold (3 total damage).
Vorawyn the great wolf hits Forgotten Wail for 120 mind, 26 physical, 177 nature, 26 physical, 151 physical (501 total damage).
Forgotten Wail the level 22 higher necromancer was tortured to death by Vorawyn the great wolf on level 3 of The Maze.













































































































