








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Proper Possession 1.7.0
Frequently Asked Questions: 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:
Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Convenient Digging 1.5.5 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. 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. Playable Wight Race 1.7.4Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Better Item Description 1.7.2This 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 Acid Trees for Archmage 1.4.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. 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 Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Necromancer |
| Level / Exp | 29 / 4% |
| Size | small |
| Lifes / Deaths | Killed by Saludhemira the skeleton mage at level 18 on the 6th Mirth 122nd year of Ascendancy at 18:39 0 / 7Killed by Saludhemira the skeleton mage at level 18 on the 6th Mirth 122nd year of Ascendancy at 20:16 Killed by Celia at level 29 on the 11st Dusk 122nd year of Ascendancy at 08:20 Killed by Celia at level 29 on the 11st Dusk 122nd year of Ascendancy at 09:00 Killed by armoured skeleton warrior at level 29 on the 11st Dusk 122nd year of Ascendancy at 10:52 Killed by armoured skeleton warrior at level 29 on the 11st Dusk 122nd year of Ascendancy at 12:07 Killed by armoured skeleton warrior at level 29 on the 11st Dusk 122nd year of Ascendancy at 13:26 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 62 (base 60) |
| Willpower | 32 (base 13) |
| Cunning | 70 (base 53) |
Resources
| Life | -273/200 |
| Mana | 345/406 |
| Soul | 7/16 |
| Healing Factor | 1.1472895330003 |
| Regeneration | 0.28682238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 38.827624371925 |
| See Invisible | 38.827624371925 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 12 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Nature | +6% |
| Darkness | +3% |
| Cold | +35% |
| Fire | +11% |
| Mind | +8% |
| All | 0% |
Offense: Damage Penetration
| Cold | +8% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 12 (36%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 7 |
| Physical Save | 21 |
| Spell Save | 35 |
| Mental Save | 42 |
Defense: Resistances
| Blight | + 46%( 70%) |
| Arcane | + 24%( 70%) |
| Mind | + 30%( 70%) |
| All | + 20%( 70%) |
| Lightning | + 33%( 70%) |
| Physical | + 24%( 70%) |
| Temporal | + 22%( 70%) |
| Darkness | + 44%( 70%) |
| Cold | + 61%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 20% |
| Confusion Resistance | 78% |
| Instadeath Resistance | 100% |
| Silence Resistance | 43% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 168 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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. |
Class Talents
| Spell / Glacial waste | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Master of flesh | 1.30 |
| 4/5 |
| 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 / Age of dusk | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
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. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +41.00 Heal.mod +11% ---------- 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. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 10 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 37.25 to 111.76 lightning damage (74.51 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Michak the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +8% mind +11% fire ----- def ----- Resists +3% blight +6% fire +12% mind Mind.save +10 (+3 eff.) Cut- +20% Stun/Frz- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Duskbiter the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +3% darkness On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +6% lightning +3% temporal +6% nature Spell.save +3 (+1 eff.) Rings make your fingers look great! |
| On fingers | Greenborn0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +5 Dex +2 Mag +4 Wil +4 Cun dps ---------- Dmg.mod +6% nature ----- def ----- Crit.dmg- 10.00% Mind.save +8 (+2 eff.) Rings make your fingers look great! |
| Around waist | Terion the Coalcutter1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Con dps ---------- Res.pen +10% darkness ----- def ----- Resists +6% fire +6% cold ---------- misc Light +1 A belt that goes around your waist. |
| In main hand | Penitence (111% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% darkness Affinity +20% darkness Spell.save +15 (+6 eff.) ---------- misc Talents +1 Command Staff This staff offers 30% resistance, 20% affinity to darkness damage. (included above) Cure up to 5 diseases or poisons (based on Magic). Uses 7 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | stone warden's rough leather gloves (0 def, 8 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +8 Hardiness +6% Resists +5% physical 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 | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Gomina the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +1.0% Apr +1 On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +7 (+4 eff.) Resists +5% arcane Phys.save +6 (+3 eff.) Stun/Frz- +20% ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Voltaic Pendant0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: dps ---------- Ranged+ 10 lightning ----- def ----- Stun/Frz- +10% Chain Lightning: Level 1.0 Pwr.cost 19 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes an arc of lightning doing 42.81 to 128.43 damage (85.62 average) and chaining to another target. The arc can jump to 4 targets at most, up to 10 grids apart, and will never jump to the same target twice, or to the caster. The arc will also strike all creatures between each target. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
Inventory
wild infusion of the warrior (res 20%; magical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
copper amulet of mastery (0.12 Spell / Eradication)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.12 Spell/Eradication Amulets make your neck look great! |
copper ring 'Shinegash'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +5 Wil dps ---------- Dmg.mod +6% mind +11% cold ----- def ----- Resists +6% light +22% cold ---------- misc Psi/ret +0.08 Rings make your fingers look great! |
elm bonestaff (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff This staff offers 10% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Duatheljustice (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +19 (+6 eff.) S.pwr/crit +4 Melee+ 23 arcane Dmg.mod +6% darkness +20% fire Res.pen +25% acid On Hit (Melee): * 10% chance to reduce damage dealt by 20% ---------- misc Max.mana +53.00 Talents +1 Command Staff This staff offers 20% bonus to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew starstaff of illumination (120% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Ego+] Nature Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +13 (+4 eff.) Dmg.mod +20% temporal ----- def ----- Defense +7 (+4 eff.) HP.reg +0.70 Heal.mod +15% ---------- misc Light +3 Talents +1 Command Staff This staff offers 20% bonus to temporal damage. (included above) Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 98.26 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Pusreign' (120% power, 4 apr, light element)5.0 T3 staff 2H weapon [Rare] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light +6% physical Res.pen +15% physical Melee Ret 8 nature ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +10 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Anom.red +15 Talents +1 Command Staff This staff offers 20% bonus to light damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel longsword of vileness (127% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 24 While equipped: dps ---------- Acc +5 (+5 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +26% Sharp, long, and deadly. |
enhanced dwarven-steel waraxe of crippling (118% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Nature/Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +5 Dex +7 Mag +5 Wil +6 Cun +4 Con dps ---------- Phys.crit +5.0% One-handed war axes. |
hateful dwarven-steel waraxe of erosion (118% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Nature/Psionic Power 118% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature +7 darkness Against +11% Living One-handed war axes. |
quick dwarven-steel dagger of massacre (128% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 128% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +13 (+10 eff.) Sharp, short and deadly. |
thought-forged dwarven-steel dagger of erosion (117% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Psionic Power 117% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature +14 mind On Hit: * 19% chance to reduce all saves and defense by 25 While equipped: Stats +4 Cun +2 Wil Sharp, short and deadly. |
Corruptionflash the thorny mindstar (93% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 nature +16 fire On Hit.r1 +4 nature While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+4 eff.) Melee Ret 2 nature ----- def ----- Phys.save +9 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Equi/ret +1.40 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted thorny mindstar of life (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 94% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+4 eff.) ----- def ----- Max.HP +10.00 HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dwarven-steel shield of fire resistance (+17%) (0 def, 6 armour, 80 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +9% all Spell.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +9% acid +10% physical +11% fire +13% cold ----- def ----- Resists +12% acid +13% physical +11% fire +11% cold +11% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of protection (2 def, 4 armour)2.0 T3 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +11% all Phys.save +18 (+9 eff.) ---------- misc Max.mana +44.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of protection (3 def, 3 armour)2.0 T3 cloth armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +2 (+1 eff.) Dmg.mod +8% arcane +16% temporal ----- def ----- Armour +3 Defense +3 (+2 eff.) Resists +11% all Phys.save +21 (+11 eff.) ---------- misc Max.mana +27.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of protection (3 def, 2 armour)2.0 T5 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +16% arcane ----- def ----- Armour +2 Defense +3 (+2 eff.) Resists +15% all Phys.save +17 (+9 eff.) ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
marauder's hardened leather armour (13 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Str +3 Dex ----- def ----- Armour +6 Defense +13 (+7 eff.) Fatigue +8% Phys.save +10 (+5 eff.) A suit of armour made of leather. |
Isasemina the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Random Unique] Master/Psionic While equipped: Stats +7 Cun +10 Wil dps ---------- Res.pen +5% acid ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +3% acid +16% cold Mind.save +23 (+7 eff.) ---------- misc Max.hate +2.00 A suit of armour made of mail. |
searing dwarven-steel mail armour of spell shielding (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Arcane While equipped: dps ---------- Melee+ 12 acid 8 fire Melee Ret 8 acid 8 fire ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +13% acid +16% fire +6% arcane Spell.save +13 (+6 eff.) A suit of armour made of mail. |
rejuvenating voratun mail armour of acid resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Resists +19% acid HP.reg +3.10 ---------- misc Stam/turn +1.50 A suit of armour made of mail. |
Manelarain the Frozenscar1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Str +1 Wil dps ---------- Melee Ret 8 cold ----- def ----- Max.HP +33.00 A belt that goes around your waist. |
insulating rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +6% fire +6% cold Mind.save +5 (+1 eff.) A belt that goes around your waist. |
thick linen cloak of Eldoral (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xavena (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Str dps ---------- Phys.crit +2.0% Crit.mult +5.00% ----- def ----- Armour +3 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Psi/ret +0.04 A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
Guba the Searknight (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +6.0% Phys.pwr +5 (+3 eff.) Dmg.mod +15% physical Res.pen +20% physical Melee Ret 10 fire ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 52.46 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
dwarven-steel gauntlets 'Adygakira' (15 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +5 Mag dps ---------- Phys.pwr +10 (+5 eff.) Melee+ 5 mind Dmg.mod +6% mind +5% arcane Acc +5 (+5 eff.) ----- def ----- Armour +6 Defense +15 (+8 eff.) Fatigue +3% Resists +7% mind +7% light +6% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 60.33 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 22 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +10 (+5 eff.) 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. |
linen wizard hat 'Woepall' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Dex +6 Wil ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness Crit.dmg- 5.00% ---------- misc Equi/ret +1.20 Psi/ret +0.90 Hate/ret +0.90 Light +1 A pointy cloth hat, very wizardly... |
Helm of the Slow (0 def, 8 armour)3.0 T1 head armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Mov.spd -10% ----- def ----- Armour +8 Fatigue +4% Resists +10% temporal +10% physical Pinning- +20% Why anyone would want to make a helm look like a snail is beyond you. |
iron helm 'Hathedin' (0 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Mag +1 Con dps ---------- Acc +10 (+8 eff.) ----- def ----- Armour +7 Fatigue +5% Resists +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 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. |
brass lantern 'Layiratta'2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun +4 Str ----- def ----- Resists +3% blight +6% nature +3% lightning ---------- misc Light +5 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 16 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 114.03 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 114.03 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
iron torque of gale force 'Eilinuda' [power 100] (10 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Str +1 Mag +4 Wil +1 Con dps ---------- Crit.mult +10.00% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 10 cooldown Heal for 32. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 23] (16 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Petentee the Yeek Necromancer level 10
77th Pyre 122nd year of Ascendancy at 05:37 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Petentee the Yeek Necromancer level 20
7th Mirth 122nd year of Ascendancy at 17:42 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Petentee the Yeek Necromancer level 15
4th Mirth 122nd year of Ascendancy at 09:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Petentee the Yeek Necromancer level 28
1st Dusk 122nd year of Ascendancy at 09:20 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Petentee the Yeek Necromancer level 23
2nd Flare 122nd year of Ascendancy at 03:05 see stats
Log
Celia hits Armoured skeleton warrior for 49 cold damage.
Celia hits Ghoulking for 55 cold damage.
Celia hits Skeleton mage for 48 cold damage.
Celia hits Ghoul for 55 cold damage.
Celia hits Ghast for 55 cold damage.
Celia hits Ghast for 52 cold damage.
Celia hits Ghast for 55 cold damage.
Celia hits Armoured skeleton warrior for 53 cold damage.
Celia hits Armoured skeleton warrior for 55 cold damage.
Celia hits Petentee for 48 cold damage.
Celia hits Ghast for 55 cold damage.
Celia hits Skeleton master archer for 55 cold damage.
Frost Cut from Celia hits Ghast for 25 cold damage.
Burning from Skeleton mage hits Ghast for 50 fire damage.
Petentee hits Skeleton mage for 8 lightning damage.
Petentee hits Armoured skeleton warrior for 8 lightning damage.
Petentee hits Celia for 8 lightning damage.
Petentee hits Armoured skeleton warrior for 8 lightning damage.
Bane of Confusion from Petentee hits Celia for 11 darkness damage.
Melee retaliation hits Armoured skeleton warrior for 7 cold damage.
Frost Cut from Petentee hits Celia for 136 cold damage.
Armoured skeleton warrior hits Petentee for 53 physical, 1 fire (55 total damage).
Poison from Ghoulking hits Celia for 0 nature damage.
Armoured skeleton warrior uses Shield Pummel.
Petentee is stunned!
Melee retaliation hits Armoured skeleton warrior for 5 cold, 5 cold (11 total damage).
Skeleton mage hits Ghast for 110 physical damage.
Armoured skeleton warrior hits Skeleton mage for 14 fire, 14 fire (28 total damage).
Armoured skeleton warrior hits Petentee for 73 physical, 9 fire, 13 fire, 82 physical (179 total damage).
Petentee the level 29 yeek necromancer was dissected to death by an armoured skeleton warrior on level 2 of Last Hope Graveyard.










































































































