










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
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 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 26 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 26 on the 79th Haze 122nd year of Ascendancy at 20:25 / 1 |
Primary Stats
| Strength | 31 (base 10) |
| Dexterity | 37 (base 10) |
| Constitution | 58 (base 46) |
| Magic | 95 (base 57) |
| Willpower | 55 (base 13) |
| Cunning | 26 (base 11) |
Resources
| Life | -719/336 |
| Mana | 495/610 |
| Soul | 5/12 |
| Healing Factor | 1.3201339505268 |
| Regeneration | 0.3300334876317 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 34 |
| Crit Chance | 19% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +25% |
| Darkness | +15% |
| Temporal | +21% |
| Blight | +6% |
| Arcane | +13% |
| Mind | +21% |
| All | 0% |
Offense: Damage Penetration
| Mind | +40% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 48 |
| Mental Save | 17 |
Defense: Resistances
| Blight | + 29%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 33%( 70%) |
| All | + 27%( 70%) |
| Darkness | + 52%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 34%( 70%) |
| Mind | + 29%( 70%) |
| Fire | + 33%( 70%) |
| Lightning | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 30% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 29% |
| Poison Resistance | 10% |
| Knockback Resistance | 40% |
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: BlinkUse mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Glacial waste | 1.50 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.26 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 0/14 |
| 0/34 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have 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 Wrathroot. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Betibrena the giant blue ant. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity 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. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 158. | 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. | 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: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within3 lumberjacks have died. | 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 | Issigogen (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Armour +3 Resists +6% lightning +9% fire +9% cold +3% blight Stealth +7 A pair of boots made of leather. |
| Light source | alchemist's lamp 'Bokogondur'1.0 T3 lite [Rare] Nature While equipped: Stats +5 Str +2 Con dps ---------- Dmg.mod +15% mind Melee Ret 4 mind ----- def ----- Max.HP +45.00 ---------- misc Max.stam +20.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Xanogaba' (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +7 Str +4 Mag +5 Cun dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +0.13 Light +2 A pointy cloth hat, very wizardly... |
| Tool | Chiderehir the elven-wood wand of shielding [power 434] (25/20 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +9 Str +9 Wil dps ---------- Dmg.mod +6% blight Melee Ret 6 acid Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 91. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Blindzeal0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +11 Mag +10 Wil dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +6% mind +10% temporal Res.pen +5% darkness Melee Ret 8 mind ----- def ----- Resists +10% temporal +3% mind +3% darkness Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +6 Mag +5 Wil +4 Con dps ---------- Spell.pwr +9 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +5% arcane Spell.save +24 (+8 eff.) Die.at -20.00 life Max.HP +29.00 Disarm- +29% Pinning- +30% Knockbk- +40% Teleport- +20% ---------- misc Max.stam +21.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | hardened leather belt 'Murkbender'1.0 T3 belt armor [Rare] Arcane While equipped: Stats +1 Con ----- def ----- Armour +8 Resists +12% light +9% darkness Max.HP +20.00 Poison- +10% Create a temporary shield that absorbs 278 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In main hand | cruel elven-wood magestaff of illumination (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Nature/Master 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: dps ---------- Spell.crit +13% Crit.mult +11.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning ----- def ----- Defense +9 (+3 eff.) ---------- misc Light +5 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 138.05 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 | hardened leather gloves 'Munarirak' (15 def, 2 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +11 Dex +7 Wil +9 Cun dps ---------- Mind.pwr +4 (+2 eff.) Melee+ 22 mind 22 darkness Res.pen +15% mind Acc +14 (+5 eff.) Apr +17 On Hit (Melee): * 18% chance to reduce all saves and defense by 24 ----- def ----- Armour +2 Defense +15 (+5 eff.) Mind.save -12 (-12 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | timebroken silk robe of darkness (+22%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +11% temporal +13% arcane +15% darkness ----- def ----- Resists +22% darkness +13% all ---------- misc Max.mana +59.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil ----- def ----- Defense +2 (+0 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Olirach0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Defense +25 (+8 eff.) Phys.save +15 (+7 eff.) Die.at -40.00 life ---------- misc Masteries +0.26 Cunning/Survival Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; acid, physical, darkness, cold, mind, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 acid, 4 physical, 3 darkness, 4 cold, 3 mind, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (370.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 447.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 59; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 59 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ulfyrek the Murkpanic0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +2 Cun +1 Str dps ---------- On Hit (Melee): * 10% chance to slow global speed by 50% * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +12% blight +10% nature +15% darkness Poison- +22% Disease- +21% Amulets make your neck look great! |
serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 12% Amulets make your neck look great! |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
warrior's gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +8% physical Heal.mod +19% Cut- +50% ---------- misc Stam/turn +0.40 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 253 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Daimivon the Thunderstinger0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Str +3 Mag +2 Cun dps ---------- Dmg.mod +13% nature Res.pen +15% lightning ----- def ----- Resists +26% nature +6% mind Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+4 eff.) Confus- +20% Rings make your fingers look great! |
copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
manaburning dwarven-steel greatsword (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Disrupt Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 24 arcane resource burn Massive two-handed swords. |
thorny mindstar (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Blazebone (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Nature 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% darkness Res.pen +10% arcane +20% acid ----- def ----- Defense +6 (+2 eff.) Resists +5% arcane +3% fire ---------- 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 138.05 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. |
Gloruth the Nightdredge (10-12 power, 2 apr, darkness element)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 +7% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +13% darkness Res.pen +5% fire On Hit (Melee): * 20% chance to reduce damage dealt by 20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, cold element)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% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal yew bonestaff of breaching (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 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 +14 (+3 eff.) Dmg.mod +20% darkness Res.pen +10% darkness Phasing +14% ----- def ----- Defense +10 (+3 eff.) Shield.pwr +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elm bonestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego+] Nature 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: Stats +3 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+2 eff.) Dmg.mod +10% darkness ----- def ----- HP.reg +0.50 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's ash bonestaff of wizardry (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +2% Spell.pwr +9 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Resists +5% darkness +6% temporal Def/telep +6 Res/telep +9% Dur/telep +8% ---------- misc Max.mana +14.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Dimsweep the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +3 (+1 eff.) Apr +2 ----- def ----- Defense +5 (+1 eff.) Resists +6% darkness Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Xanuminne1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +4 Str +1 Mag +3 Wil ----- def ----- Resists +5% acid +3% mind +6% blight ---------- misc See.Invis +3 A belt that goes around your waist. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +5% light +6% darkness A belt that goes around your waist. |
Ragirain the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Defense +1 (+0 eff.) Resists +3% light Spell.save +7 (+2 eff.) Mind.save +6 (+4 eff.) Die.at -40.00 life Disarm- +20% ---------- misc Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Mayyritira' (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +6% acid +12% cold +3% nature +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of blight (+14%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +14% blight +5% temporal +7% arcane ----- def ----- Resists +14% blight +11% all ---------- misc Max.mana +24.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +12.00% Spell.pwr +13 (+3 eff.) Dmg.mod +9% all ----- def ----- Resists +13% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayywen the pair of dwarven-steel boots (12 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +6 Dex +4 Wil dps ---------- Mind.crit +4% Mind.pwr +10 (+4 eff.) Melee Ret 6 mind ----- def ----- Armour +4 Defense +12 (+4 eff.) Fatigue +3% ---------- misc Max.psi +20.00 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Branolavor' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Res.pen +13% darkness +15% temporal ----- def ----- Armour +4 Fatigue +3% Resists +22% temporal +15% darkness +6% nature Phys.save +15 (+7 eff.) Spell.save +3 (+1 eff.) Max.HP +100.00 Knockbk- +20% Def/telep +16 Res/telep +13% Dur/telep +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Layuthra' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Res.pen +25% mind ----- def ----- Armour +1 Resists +6% lightning +5% temporal Crit.chn- 5.00% A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 45.13 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. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+4 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. |
Turibar the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Mag +3 Wil +1 Con dps ---------- S.pwr/crit +6 Dmg.mod +6% arcane Res.pen +5% arcane ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane Spell.save +3 (+1 eff.) Heal.mod +10% Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
hardened leather cap 'Stokequench' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +6 Dex +3 Wil dps ---------- Res.pen +5% fire ----- def ----- Armour +3 Fatigue +3% Resists +3% mind Phys.save +9 (+5 eff.) Mind.save +9 (+6 eff.) Disease- +10% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 75.3 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+0 eff.) Resists +11% mind A pointy cloth hat, very wizardly... |
shielding linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness Spell.save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
3 agate0.0 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. |
150 alchemist agate0.0 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. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 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. |
5 opal0.0 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Erelendur2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Resists +1% physical Crit.chn- 15.00% ---------- misc Stam/turn +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- 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. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire Mind.save +6 (+4 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +7 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of mindblast 'Grinadar' [power 100] (25/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.pwr +15 (+6 eff.) ----- def ----- Resists +3% fire ---------- misc Psi/ret +0.04 Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.0 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 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. |
4 ametrine0.0 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. |
7 citrine0.0 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. |
7 zircon0.0 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. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ranilloth the Shalore Necromancer level 22
8th Haze 122nd year of Ascendancy at 21:27 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ranilloth the Shalore Necromancer level 22
36th Haze 122nd year of Ascendancy at 18:52 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Ranilloth the Shalore Necromancer level 24
67th Haze 122nd year of Ascendancy at 22:29 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Ranilloth the Shalore Necromancer level 19
4th Haze 122nd year of Ascendancy at 03:07 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ranilloth the Shalore Necromancer level 22
8th Haze 122nd year of Ascendancy at 20:45 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ranilloth the Shalore Necromancer level 10
3rd Flare 122nd year of Ascendancy at 15:38 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Ranilloth the Shalore Necromancer level 20
4th Haze 122nd year of Ascendancy at 13:47 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ranilloth the Shalore Necromancer level 22
12nd Haze 122nd year of Ascendancy at 13:08 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ranilloth the Shalore Necromancer level 26
77th Haze 122nd year of Ascendancy at 23:59 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ranilloth the Shalore Necromancer level 6
1st Mirth 122nd year of Ascendancy at 03:49 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ranilloth the Shalore Necromancer level 8
2nd Summertide 122nd year of Ascendancy at 14:24 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Ranilloth the Shalore Necromancer level 22
8th Haze 122nd year of Ascendancy at 21:27 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Ranilloth the Shalore Necromancer level 15
13rd Dusk 122nd year of Ascendancy at 13:20 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Ranilloth the Shalore Necromancer level 19
3rd Haze 122nd year of Ascendancy at 15:30 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ranilloth the Shalore Necromancer level 23
63rd Haze 122nd year of Ascendancy at 18:00 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ranilloth the Shalore Necromancer level 16
22nd Dusk 122nd year of Ascendancy at 03:28 see stats
Log
A shield forms around Ranilloth.
Ranilloth casts Timeless.
Ranilloth casts Invoke Darkness.
Ranilloth hits Something for 136 darkness damage.
Lava floor heals Something!
Something receives 132 healing.
Something hits Ranilloth for (48 absorbed), 0 blight (0 total damage).
Lava floor heals Something!
Ranilloth resists Something's 'Corrosive Worm'!
Something receives 132 healing.
Something hits Something for 116 fire damage.
Your shield crumbles under the damage!
The shield around Ranilloth crumbles.
Lava floor burns Ranilloth!
Grand Corruptor hits Ranilloth for (52 absorbed), 26 fire (26 total damage).
Ranilloth casts Rune: Blink.
Ranilloth is out of phase.
Lava floor heals Grand Corruptor!
Grand Corruptor receives 132 healing.
Lava floor burns Ranilloth!
Grand Corruptor hits Ranilloth for 63 fire damage.
Talent Invoke Darkness is ready to use.
Grand Corruptor returns to normal.
Grand Corruptor deactivates Fearscape.
Lava floor burns Ranilloth!
Grand Corruptor hits Ranilloth for 63 fire damage.
Ranilloth the level 26 shalore necromancer was boiled to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!


















































































































