














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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: 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 | Normal Adventure |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 28 / 33% |
Size | medium |
Lifes / Deaths | Killed by elven corruptor at level 6 on the 79th Pyre 122nd year of Ascendancy at 14:58 5 / 2Killed by elven blood mage at level 25 on the 10th Allure 123rd year of Ascendancy at 20:38 |
Primary Stats
Strength | 27 (base 15) |
Dexterity | 11 (base 10) |
Constitution | 18 (base 17) |
Magic | 100 (base 57) |
Willpower | 74 (base 40) |
Cunning | 57 (base 32) |
Resources
Life | 468/468 |
Mana | 498/498 |
Soul | 17/17 |
Vim | 208/208 |
Healing Factor | 1.5011363549267 |
Regeneration | 9.2319885827992 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 66.099250645117 |
See Invisible | 66.099250645117 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 59 |
Accuracy | 5 |
Crit Chance | 24% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +45% |
Cold | +46% |
All | 0% |
Lightning | +36% |
Light | +10% |
Physical | +19% |
Darkness | +11% |
Fire | +25% |
Nature | +19% |
Offense: Damage Penetration
Lightning | +25% |
Fire | +25% |
Mind | +5% |
Arcane | +25% |
Cold | +25% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 41 (30%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 51 |
Mental Save | 48 |
Defense: Resistances
Nature | + 45%( 70%) |
Lightning | + 33%( 70%) |
Light | + 51%( 70%) |
Darkness | + 65%( 70%) |
Blight | + 22%( 70%) |
Cold | + 50%( 70%) |
Fire | + 27%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 4 physical, 3 arcane, 3 temporal |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
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 (687 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: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Undead / Lich | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Erupting Shadows |
talent | Aura of Undeath |
talent | Suffer For Me |
talent | Grim Shadow |
talent | Utterly Destroyed |
talent | Reaping |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning 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: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 84. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed bloated horror heart. * You've found the needed sandworm tooth. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed snow giant kidney. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +3% darkness Res.pen +10% nature ----- def ----- Armour +1 Resists +9% nature A pair of boots made of leather. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(130 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) Resists +16% nature +6% darkness Mind.save +6 (+2 eff.) Max.HP +20.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 9 cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +9% cold Apr +1 ----- def ----- Armour +2 Defense +9 (+5 eff.) Stealth +5 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. This item has been sent to the Item's Vault. |
On hands | ![]() 1.0 T4 hands armor [Rare] Arcane While equipped: Stats +1 Cun +9 Wil dps ---------- Melee+ 13 darkness Dmg.mod +8% darkness +6% cold Melee Ret 8 light ----- def ----- Armour +3 Resists +11% darkness ---------- misc Hate/m.crit +5.00 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 | ![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +5 Str +6 Mag +6 Wil dps ---------- Dmg.mod +11% lightning +11% physical +6% cold ----- def ----- Resists +7% blight +7% cold +8% lightning +11% all Max.HP +48.00 HP.reg +2.90 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +7 Defense +7 (+4 eff.) Resists +13% fire +12% light +14% cold Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +12% lightning Stun/Frz- +22% ---------- misc Mana/turn +0.18 Max.mana +24.00 Amulets make your neck look great! |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 528% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 400 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 105 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Spell/Death Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Masteries +0.15 Spell/Necrosis Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 240 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun ----- def ----- Resists +5% arcane +3% temporal Crit.dmg- 5.00% Phys.save +10 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+3 eff.) Max.HP +80.00 ---------- misc Max.psi +40.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +5% S.pwr/crit +4 Dmg.mod +9% lightning +14% cold Res.pen +10% arcane Melee Ret 10 blight ----- def ----- Resists +34% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +3 (+1 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +10% lightning ----- def ----- Resists +12% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+3 eff.) Dmg.mod +15% temporal +15% physical +15% darkness +15% light ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. This item has been sent to the Item's Vault. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +30% blight +30% mind Affinity +20% mind Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 6 diseases or poisons (based on Magic). Uses 6 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. This item has been sent to the Item's Vault. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +14 Str -10 Wil +4 Con dps ---------- Spell.crit +4% Spell.pwr +18 (+4 eff.) S.pwr/crit +4 Dmg.mod +25% lightning Res.pen +15% physical Apr +4 Melee Ret 2 lightning ----- def ----- Defense +14 (+7 eff.) HP.reg +0.90 Heal.mod +26% ---------- misc Light +4 Talents +1 Command Staff 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 132.17 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. |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Arcane/Master Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 While equipped: dps ---------- Phys.crit +12.0% Massive two-handed battleaxes. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T3 whip 1H weapon Reqs Dex 28 [Unique] Nature Power 28.0 - 30.8 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+10 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. This item has been sent to the Item's Vault. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% arcane +12% light ----- def ----- Resists +18% light +9% all ---------- misc Max.mana +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +9% all Max.HP +46.00 HP.reg +2.20 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +2 Cun +7 Wil dps ---------- Dmg.mod +6% darkness +18% cold Res.pen +20% fire ----- def ----- Resists +27% cold +18% fire +11% all ---------- misc Hate/m.crit +2.00 Max.psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Dmg.mod +16% lightning +10% physical +9% fire +5% cold ----- def ----- Defense +10 (+5 eff.) Resists +20% lightning +5% cold +11% all Die.at -80.00 life Max.HP +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +11% all +15% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +7% blight +12% darkness +13% mind +11% all Phys.save +11 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +22 (+8 eff.) Max.HP +50.00 HP.reg +2.40 Heal.mod +16% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) ----- def ----- Resists +6% lightning +5% temporal Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +4 Mag ----- def ----- Resists +8% blight ---------- misc Mana/turn +0.27 Max.mana +29.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +5% lightning Melee Ret 4 lightning ----- def ----- Defense +1 (+1 eff.) Resists +3% acid Max.HP +20.00 Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+10 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Str +6 Wil dps ---------- Dmg.mod +15% mind Res.pen +15% lightning +20% mind ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+4 eff.) Mind.save +11 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 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 67.11 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. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +1 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. |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Shield.pwr +7% HP.reg +1.80 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +4 Con dps ---------- Phys.pwr +15 (+8 eff.) Dmg.mod +11% lightning Melee Ret 6 arcane ----- def ----- Defense +11 (+6 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+1 eff.) Resists +16% cold A pointy cloth hat, very wizardly... |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 48 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 45 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 6 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 207.97 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Mortis NightShade the Lich Necromancer level 25
2nd Regrowth 123rd year of Ascendancy at 12:09 see stats
By Mortis NightShade the Shalore Necromancer level 13
51st Dusk 122nd year of Ascendancy at 23:29 see stats
By Mortis NightShade the Lich Necromancer level 27
27th Regrowth 123rd year of Ascendancy at 13:22 see stats
By Mortis NightShade the Shalore Necromancer level 17
28th Haze 122nd year of Ascendancy at 22:27 see stats
By Mortis NightShade the Shalore Necromancer level 20
48th Haze 122nd year of Ascendancy at 19:54 see stats
By Mortis NightShade the Shalore Necromancer level 10
1st Flare 122nd year of Ascendancy at 22:27 see stats
By Mortis NightShade the Shalore Necromancer level 20
47th Haze 122nd year of Ascendancy at 09:01 see stats
By Mortis NightShade the Lich Necromancer level 25
10th Allure 123rd year of Ascendancy at 20:38 see stats
By Mortis NightShade the Lich Necromancer level 27
11st Regrowth 123rd year of Ascendancy at 02:00 see stats
By Mortis NightShade the Lich Necromancer level 26
6th Regrowth 123rd year of Ascendancy at 22:10 see stats
By Mortis NightShade the Shalore Necromancer level 5
79th Pyre 122nd year of Ascendancy at 11:26 see stats
By Mortis NightShade the Shalore Necromancer level 12
6th Flare 122nd year of Ascendancy at 20:03 see stats
By Mortis NightShade the Lich Necromancer level 25
1st Regrowth 123rd year of Ascendancy at 06:51 see stats
By Mortis NightShade the Shalore Necromancer level 13
36th Dusk 122nd year of Ascendancy at 23:58 see stats
By Mortis NightShade the Lich Necromancer level 26
8th Regrowth 123rd year of Ascendancy at 19:43 see stats
By Mortis NightShade the Shalore Necromancer level 18
30th Haze 122nd year of Ascendancy at 03:30 see stats
Log
You carry too much--you are encumbered!
Drop some of your items.
Saving game...
You transfer Penitence (15-18 power, 4 apr, mind element) from the online item's vault.
Saving done.