











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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.
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 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Necromancer |
Level / Exp | 35 / 19% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 7 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 30 (base 35) |
Magic | 80 (base 60) |
Willpower | 29 (base 13) |
Cunning | 68 (base 49) |
Resources
Life | 244/244 |
Mana | 380/398 |
Soul | 6/11 |
Healing Factor | 1.1592147729953 |
Regeneration | 4.92666278523 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +115% |
Vision
Sight | 12 |
Lite | 9 |
Infravision | 3 |
See Stealth | 11 |
See Invisible | 16 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 36 |
Accuracy | 22 |
Crit Chance | 40% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 6 |
Accuracy | 22 |
Crit Chance | 41% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 74 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Cold | +16% |
Acid | +16% |
Light | +19% |
Darkness | +58% |
Blight | +24% |
Physical | +15% |
Fire | +16% |
All | +6% |
Offense: Damage Penetration
All | +25% |
Defense: Base
Armour (hardiness) | 46 (50.65183292883%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 29 |
Mental Save | 43 |
Defense: Resistances
Acid | + 35%( 70%) |
Physical | + 43%( 70%) |
Cold | + 36%( 70%) |
All | + 25%( 70%) |
Darkness | + 60%( 70%) |
Light | + 35%( 70%) |
Temporal | + 32%( 70%) |
Mind | + 36%( 70%) |
Fire | + 36%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 0% |
Poison Resistance | 10% |
Blind Resistance | 62% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 200 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 81 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 68 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 766% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Spell / Death | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Reaping |
talent | Grim Shadow |
talent | Chant of Fortress |
talent | Hiemal Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by electric eel. Escort: lost warrior (level 2 of Trollmire) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of wight ectoplasm. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed ritch stinger. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed pouch of faeros ash. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed ice wyrm tooth. * You've found the needed green worm. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 | ![]() undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +27% Confus- +30% Stun/Frz- +26% ---------- misc Stam/turn +0.30 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +25% Confus- +10% ---------- misc Light +8 See.Stealth +11 See.Invis +8 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness ---------- misc Mana/turn +0.80 Mana/ret +0.70 Max.mana +40.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +12% Mind.crit +12% Crit.mult +6.00% ----- def ----- Armour +8 Fatigue +5% Mind.save +8 (+2 eff.) Max.HP +60.00 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. |
Tool | ![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.crit +4% ----- def ----- Defense +5 (+1 eff.) Resists +9% temporal Phys.save +9 (+3 eff.) Silence- +20% Heal yourself and all friendly characters within 10 spaces for 356 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +7 (+4 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +6% all ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +13% light +10% darkness Blind- +37% ---------- misc Infravis +2 Sight +2 See.Invis +8 Amulets make your neck look great! |
In main hand | ![]() magewarrior's short elven-wood bonestaff of the prodigy (25-30 power, 5 apr, darkness element) 5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +15 Mag +10 Wil +6 Cun dps ---------- Phys.crit +7.0% Spell.crit +6% Phys.pwr +9 (+4 eff.) Spell.pwr +19 (+5 eff.) S.pwr/crit +7 Dmg.mod +25% darkness Acc +10 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +9% nature Phys.save +7 (+2 eff.) Mind.save +3 (+1 eff.) Poison- +10% Silence- +10% ---------- misc Infravis +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Arcane Power 19.0 - 24.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 119 damage While equipped: dps ---------- Spell.crit +2% Spell.pwr +30 (+7 eff.) S.pwr/crit +4 Dmg.mod +18% blight ---------- misc Mana/turn +0.08 Vim/s.crit +1.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +12% nature +15% mind Phys.save +28 (+9 eff.) Mind.save +8 (+2 eff.) Die.at -50.00 life HP.reg +4.00 Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Spell.pwr +8 (+2 eff.) Dmg.mod +10% acid +9% physical +13% light +10% cold +10% fire +17% darkness ----- def ----- Resists +13% acid +14% physical +15% fire +14% cold +13% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 227 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 684% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. 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 melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 5 lightning, 3 temporal, 4 physical, 4 arcane, 4 mind, 4 acid Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 358 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex +4 Mag +5 Wil dps ---------- Phys.pwr +7 (+3 eff.) Phys.spd +10% Dmg.mod +5% physical ----- def ----- Fatigue -6% Resists +9% lightning HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +6% fire +11% mind +6% cold Spell.save +3 (+1 eff.) Blind- +20% Disarm- +20% Confus- +24% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +20 (+5 eff.) Resists +20% blight +9% cold Crit.chn- 15.00% Heal.mod +26% Cut- +80% Pinning- +20% ---------- misc See.Invis +6 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 268 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +15% mind Confus- +24% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +10% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Dex dps ---------- Melee Ret 10 physical ----- def ----- Mind.save +8 (+2 eff.) Max.HP +40.00 Silence- +20% Confus- +21% Pinning- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex +5 Mag dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% lightning Res.pen +10% mind ----- def ----- Max.HP +22.00 Disarm- +24% Pinning- +23% Knockbk- +21% ---------- misc Infravis +1 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +3 Con dps ---------- Dmg.mod +3% light +6% blight Acc +6 (+3 eff.) Melee Ret 10 blight ----- def ----- Resists +3% blight Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +4 Dex +2 Mag +4 Cun +2 Con dps ---------- Dmg.mod +12% mind +9% darkness ----- def ----- Resists +12% mind Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil +5 Cun dps ---------- Phys.pwr +11 (+5 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +17 (+6 eff.) ----- def ----- Resists +3% darkness +6% temporal Crit.chn- 15.00% Spell.save +10 (+5 eff.) Stun/Frz- +10% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% mind Res.pen +10% blight Melee Ret 6 temporal ----- def ----- Armour +10 Resists +6% mind +9% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Silence- +20% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +15% physical ----- def ----- Resists +15% physical Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% light Acc +6 (+3 eff.) ----- def ----- Resists +20% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +6 Resists +22% darkness Rings make your fingers look great! |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +8 fire On Crit.r2 +4 darkness +4 fire While equipped: dps ---------- Dmg.mod +3% fire Res.pen +15% darkness Acc +6 (+3 eff.) Melee Ret 2 darkness ----- def ----- Defense +6 (+2 eff.) Resists +6% light Disarm- +23% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Nature Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +5 Mag +10 Wil +5 Cun +9 Con ----- def ----- Max.HP +12.00 Sharp, short and deadly. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% mind ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +9% lightning +11% cold +3% nature Spell.save +3 (+1 eff.) Stun/Frz- +20% ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +20.00% Dmg.mod +10% darkness Res.pen +10% darkness +10% cold Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Defense +12 (+3 eff.) Resists +16% darkness Stealth +11 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 [Rare] Nature While equipped: Stats +4 Wil +4 Mag ----- def ----- Defense +1 (+0 eff.) Resists +6% cold Max.HP +54.00 Silence- +10% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil +2 Cun dps ---------- Spell.crit +8% Spell.pwr +20 (+5 eff.) S.pwr/crit +4 Dmg.mod +13% light +11% darkness ----- def ----- Resists +13% all Silence- +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil +4 Cun dps ---------- Spell.crit +9% Spell.pwr +19 (+5 eff.) S.pwr/crit +4 Dmg.mod +8% light +12% darkness ----- def ----- Resists +13% all Silence- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +5 Defense +10 (+3 eff.) Fatigue +3% Resists +15% mind Crit.chn- 15.00% Max.HP +40.00 Heal.mod +10% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Cun dps ---------- Phys.crit +3.0% Dmg.mod +3% physical ----- def ----- Armour +1 Resists +3% nature Die.at -40.00 life Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Str +7 Dex +4 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +12% fire Acc +30 (+14 eff.) Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +5% Phys.save +17 (+6 eff.) Mind.save +8 (+2 eff.) Disarm- +31% ---------- misc Max.hate +2.00 Max.psi +30.00 Cooldown Double Strike -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 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +1.0% Mind.pwr +4 (+1 eff.) Apr +3 ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning Stun/Frz- +20% Knockbk- +20% ---------- misc Max.stam +30.00 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Defense +1 (+0 eff.) Resists +11% blight +3% darkness +6% light +6% lightning Max.HP +20.00 Stun/Frz- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +4 Dex +3 Wil dps ---------- Apr +3 ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +6% darkness +14% mind Spell.save +7 (+3 eff.) Mind.save +29 (+9 eff.) Confus- +25% ---------- misc Light +1 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 27 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% fire Apr +1 ----- def ----- Defense +1 (+0 eff.) Resists +16% fire +3% mind +9% cold HP.reg +2.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +1 Fatigue +1% Resists +3% light +3% temporal Max.HP +80.00 Disarm- +20% A cap made of leather. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Dex dps ---------- Dmg.mod +6% physical Apr +6 ----- def ----- Defense +15 (+4 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +6% fire +6% darkness +5% arcane Disease- +20% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Hate/m.crit +1.00 Max.psi +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +20 (+10 eff.) Dmg.mod +3% physical ----- def ----- Armour +2 Resists +1% physical ---------- misc Light +6 See.Invis +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 [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +15% lightning Melee Ret 6 cold ----- def ----- Resists +6% cold ---------- 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. |
![]() 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 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 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 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 T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% acid ----- def ----- Resists +12% lightning +6% fire +6% darkness ---------- misc Psi/ret +0.04 Hate/m.crit +2.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +20% cold ----- def ----- Resists +3% cold Heal yourself and all friendly characters within 10 spaces for 476 Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to gain a 38% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 acid +3 fire +3 arcane +3 nature Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 52 lightning damage and will be dazed for 1 turn (262 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 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. |
Achievements
By Yeekromancer the Yeek Necromancer level 32
42nd Regrowth 123rd year of Ascendancy at 21:56 see stats
By Yeekromancer the Yeek Necromancer level 25
80th Haze 122nd year of Ascendancy at 03:29 see stats
By Yeekromancer the Yeek Necromancer level 18
7th Haze 122nd year of Ascendancy at 07:28 see stats
By Yeekromancer the Yeek Necromancer level 23
50th Haze 122nd year of Ascendancy at 00:58 see stats
By Yeekromancer the Yeek Necromancer level 10
8th Dusk 122nd year of Ascendancy at 20:47 see stats
By Yeekromancer the Yeek Necromancer level 20
21st Haze 122nd year of Ascendancy at 16:52 see stats
By Yeekromancer the Yeek Necromancer level 30
7th Regrowth 123rd year of Ascendancy at 16:22 see stats
By Yeekromancer the Yeek Necromancer level 26
9th Decay 122nd year of Ascendancy at 14:00 see stats
By Yeekromancer the Yeek Necromancer level 30
8th Regrowth 123rd year of Ascendancy at 09:05 see stats
By Yeekromancer the Yeek Necromancer level 3
76th Pyre 122nd year of Ascendancy at 19:47 see stats
By Yeekromancer the Yeek Necromancer level 9
6th Dusk 122nd year of Ascendancy at 02:54 see stats
By Yeekromancer the Yeek Necromancer level 33
26th Pyre 123rd year of Ascendancy at 16:26 see stats
By Yeekromancer the Yeek Necromancer level 12
42nd Dusk 122nd year of Ascendancy at 15:57 see stats
By Yeekromancer the Yeek Necromancer level 26
80th Haze 122nd year of Ascendancy at 07:28 see stats
By Yeekromancer the Yeek Necromancer level 19
18th Haze 122nd year of Ascendancy at 18:45 see stats
Log
Today is the 39th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 40th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Saving done.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
Saving game...
Saving done.
Shining Jewel creates: stralite quartz ring
Yeekromancer wears (replacing Anurab): gold quartz ring.
Yeekromancer wears (replacing Frostjam the dragonbone totem of healing [power 476] (3/15 cooldown)): elven-wood totem of healing 'Ce'Niletira' [power 356] (15 cooldown).
Yeekromancer wears: elven-wood totem of healing 'Ce'Niletira' [power 356] (1/15 cooldown).
Yeekromancer deactivates Reaping.
Yeekromancer activates Reaping.
Yeekromancer deactivates Spikes of Decrepitude.
Yeekromancer activates Spikes of Decrepitude.
Yeekromancer deactivates Grim Shadow.
Yeekromancer activates Grim Shadow.
Yeekromancer deactivates Chant of Fortress.
Yeekromancer activates Chant of Fortress.
Yeekromancer deactivates Hiemal Shield.
Yeekromancer activates Hiemal Shield.