










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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: 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 Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.0Official 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 | Doomelf |
Class | Necromancer |
Level / Exp | 30 / 40% |
Size | medium |
Lifes / Deaths | Killed by forge-giant at level 18 on the 19th Haze 122nd year of Ascendancy at 11:45 2 / 4Killed by elven blood mage at level 22 on the 26th Regrowth 123rd year of Ascendancy at 01:43 Killed by elven cultist at level 25 on the 36th Regrowth 123rd year of Ascendancy at 03:54 Killed by Greater Mummy Lord at level 30 on the 38th Regrowth 124th year of Ascendancy at 16:34 |
Primary Stats
Strength | 37 (base 34) |
Dexterity | 17 (base 10) |
Constitution | 43 (base 29) |
Magic | 86 (base 60) |
Willpower | 30 (base 18) |
Cunning | 11 (base 11) |
Resources
Life | 408/408 |
Mana | 403/403 |
Soul | 16/16 |
Healing Factor | 1.4197742564935 |
Regeneration | 8.8735891030842 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 43 |
Accuracy | 11 |
Crit Chance | 9% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +53% |
Mind | +6% |
Blight | +9% |
Arcane | +20% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (30%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 30 |
Mental Save | 14 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 50%( 70%) |
Physical | + 22%( 70%) |
Cold | + 33%( 70%) |
All | + 21%( 70%) |
Lightning | + 28%( 70%) |
Light | + 13%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 27%( 70%) |
Mind | + 25%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Dreadmaster | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Master of flesh | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Adewyn the bee swarm. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | 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. * 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of bone giant dust. | 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
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 you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +6 Dex ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +12% fire +9% lightning +10% cold A cap made of leather. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +6% mind ----- def ----- Resists +3% mind +2% physical HP.reg +4.00 ---------- misc Stam/turn +1.00 Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 170 physical damage Puts all charms on 15 cooldown 100% to heal for 37. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Fatigue -4% Resists +3% mind +6% darkness Max.HP +20.00 ---------- misc Max.enc +21 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+6 eff.) Dmg.mod +30% darkness ----- def ----- Defense +8 (+4 eff.) HP.reg +1.00 Heal.mod +18% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 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 111.93 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. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 blight Dmg.mod +3% blight +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +7% blight 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. |
Main armor | ![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+6 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Dmg.mod +3% darkness +6% blight Melee Ret 2 darkness ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness 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 [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% temporal Pinning- +24% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) Dmg.mod +6% darkness +6% temporal +6% light +6% physical Amulets make your neck look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +14% fire ----- def ----- Resists +7% blight +28% fire +10% nature Poison- +21% Disease- +22% Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane/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 +6% Crit.mult +10.00% Spell.pwr +7 (+2 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] 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 +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +6 (+3 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +6% mind +18% darkness Res.pen +15% fire Acc +5 (+5 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +3% mind ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 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 111.93 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. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +17% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+6 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +15 (+4 eff.) Dmg.mod +24% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 35.0 - 42.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+5 eff.) Dmg.mod +9% blight +35% darkness +30% arcane Res.pen +15% arcane +20% cold ---------- misc Max.mana +60.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Ego] Master/Psionic Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 darkness Against +17% Living Massive two-handed battleaxes. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Normal] Power 61.0 - 97.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Massive two-handed swords. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Psionic Power 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +9% Mind.pwr +15 (+8 eff.) Dmg.mod +19% mind ----- def ----- Spell.save +5 (+2 eff.) ---------- misc Psi/m.crit +2.00 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. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego+] Master Power 54.0 - 64.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 58 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 6.0 T4 mummy armor [Ego] Psionic While equipped: Stats +6 Wil +11 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire ---------- misc Mana/turn +0.22 Psi/turn +0.18 Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego] Psionic While equipped: Stats +6 Mag dps ---------- Mind.crit +4% Spell.pwr +9 (+3 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Mind.save +16 (+11 eff.) Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +9 Mag dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego+] Arcane While equipped: Stats +2 Cun +8 Mag dps ---------- Spell.crit +8% Spell.pwr +11 (+3 eff.) Dmg.mod +15% arcane +15% cold +35% darkness +9% light ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego+] Nature While equipped: Stats +8 Con +7 Mag dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +15% arcane +15% cold +15% darkness +21% nature ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Poison- +33% Disease- +33% Decaying mummy wrappings. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +3 Mag +2 Wil +2 Cun ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +19% acid Crit.dmg- 15.00% Max.HP +53.00 HP.reg +8.00 Heal.mod +20% ---------- misc Stam/turn +1.20 A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +17% fire +10% light +10% darkness A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +8% acid +5% physical +6% lightning +14% blight +8% fire +13% nature +7% cold Disarm- +22% Stun/Frz- +25% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Arcane While equipped: Stats +10 Con dps ---------- Dmg.mod +15% cold Res.pen +25% cold Melee Ret 10 nature ----- def ----- Armour +16 Fatigue +36% Resists -20% light +13% fire +9% cold +18% nature +15% darkness Phys.save +10 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +9 (+7 eff.) A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Acc +20 (+14 eff.) Apr +1 ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +5% acid +6% blight HP.reg +0.80 Heal.mod +10% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 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 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Mind.save +11 (+8 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 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Resists +5% fire +7% cold ---------- misc Stam/turn +0.60 Max.stam +21.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+9 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +7 Str +3 Wil +4 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +10 (+5 eff.) Mind.save +20 (+13 eff.) ---------- misc Light +1 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Res.pen +5% lightning +5% light ----- def ----- Armour +3 Fatigue +5% Resists +11% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% arcane +18% fire Res.pen +15% arcane +20% fire ----- def ----- Armour +4 Fatigue +4% Resists +7% fire +5% arcane +8% cold ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 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 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 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 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+7 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+7 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+8 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+8 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 59 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By spoopy the Doomelf Necromancer level 22
26th Regrowth 123rd year of Ascendancy at 04:14 see stats
By spoopy the Doomelf Necromancer level 29
60th Haze 123rd year of Ascendancy at 13:26 see stats
By spoopy the Doomelf Necromancer level 16
2nd Haze 122nd year of Ascendancy at 22:41 see stats
By spoopy the Doomelf Necromancer level 20
39th Haze 122nd year of Ascendancy at 04:59 see stats
By spoopy the Doomelf Necromancer level 17
17th Haze 122nd year of Ascendancy at 16:38 see stats
By spoopy the Doomelf Necromancer level 29
70th Haze 123rd year of Ascendancy at 13:46 see stats
By spoopy the Doomelf Necromancer level 5
77th Pyre 122nd year of Ascendancy at 19:58 see stats
By spoopy the Doomelf Necromancer level 10
12nd Dusk 122nd year of Ascendancy at 01:56 see stats
By spoopy the Doomelf Necromancer level 20
24th Haze 122nd year of Ascendancy at 22:14 see stats
By spoopy the Doomelf Necromancer level 30
36th Regrowth 124th year of Ascendancy at 20:43 see stats
By spoopy the Doomelf Necromancer level 19
21st Haze 122nd year of Ascendancy at 16:56 see stats
By spoopy the Doomelf Necromancer level 29
36th Regrowth 124th year of Ascendancy at 11:03 see stats
By spoopy the Doomelf Necromancer level 1
74th Pyre 122nd year of Ascendancy at 11:34 see stats
By spoopy the Doomelf Necromancer level 10
12nd Dusk 122nd year of Ascendancy at 17:56 see stats
By spoopy the Doomelf Necromancer level 27
10th Flare 123rd year of Ascendancy at 01:32 see stats
By spoopy the Doomelf Necromancer level 17
14th Haze 122nd year of Ascendancy at 08:57 see stats
By spoopy the Doomelf Necromancer level 27
9th Flare 123rd year of Ascendancy at 20:04 see stats
By spoopy the Doomelf Necromancer level 26
66th Regrowth 123rd year of Ascendancy at 09:31 see stats
By spoopy the Doomelf Necromancer level 16
2nd Haze 122nd year of Ascendancy at 22:41 see stats
Log
Greater Mummy Lord prepares for the next kill!
Greater Mummy Lord killed Armoured skeleton warrior!
Melee retaliation hits Iceblock for 23 darkness damage.
spoopy hits Iceblock for 36 physical, 8 blight (44 total damage).
Talent Rune: Manasurge is ready to use.
Greater Mummy Lord slows down.
Greater Mummy Lord casts Arcane Reconstruction.
Greater Mummy Lord receives 423 healing.
spoopy misses spoopy.
Talent Rune: Shielding is ready to use.
Greater Mummy Lord uses Greater Weapon Focus.
Spoopy casts Rune: Shielding.
A shield forms around spoopy.
Greater Mummy Lord rushes out!
Greater Mummy Lord performs a melee critical strike against spoopy!
Your shield crumbles under the damage!
The shield around spoopy crumbles.
Greater Mummy Lord hits spoopy for (100 absorbed), (31 to ice), 89 physical, (5 to ice), 15 cold (104 total damage).
Greater Weapon Focus from Greater Mummy Lord hits spoopy for (31 to ice), 88 physical (88 total damage).
Melee retaliation hits Iceblock for 19 darkness, 19 darkness (37 total damage).
spoopy the level 30 doomelf necromancer was bludgeoned to death by Greater Mummy Lord and raised as a soulless shuffling mummy on level 3 of Elven Ruins.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Greater Weapon Focus from Greater Mummy Lord killed spoopy!
Saving game...
Saving done.