










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ghoul |
Class | Necromancer |
Level / Exp | 37 / 12% |
Size | medium |
Lifes / Deaths | Killed by Shasshhiy'Kaish at level 15 on the 29th Haze 122nd year of Ascendancy at 21:38 0 / 8Killed by Shasshhiy'Kaish at level 15 on the 30th Haze 122nd year of Ascendancy at 03:17 Killed by Grand Corruptor at level 19 on the 9th Regrowth 123rd year of Ascendancy at 14:23 Killed by Cyrayalaith the telugoroth at level 29 on the 29th Pyre 123rd year of Ascendancy at 11:32 Killed by orc cryomancer at level 33 on the 69th Pyre 123rd year of Ascendancy at 00:35 Killed by overpowered greater multi-hued wyrm at level 33 on the 69th Pyre 123rd year of Ascendancy at 19:57 Killed by Beledheba the Flamebringer at level 36 on the 79th Haze 123rd year of Ascendancy at 10:10 Killed by Emubrevea the Invoker at level 37 on the 79th Haze 123rd year of Ascendancy at 16:45 |
Primary Stats
Strength | 30 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 43 (base 16) |
Magic | 122 (base 60) |
Willpower | 86 (base 50) |
Cunning | 60 (base 34) |
Resources
Life | -441/662 |
Mana | 692/732 |
Soul | 16/18 |
Healing Factor | 1.2397742564934 |
Regeneration | 2.7894920771102 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +80% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 9 |
See Stealth | 48.183301449766 |
See Invisible | 61.183301449766 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 75 |
Accuracy | 13 |
Crit Chance | 32% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 85 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Blight | +12% |
Arcane | +25% |
Cold | +10% |
All | 0% |
Lightning | +59% |
Physical | +9% |
Darkness | +51% |
Fire | +60% |
Nature | +15% |
Offense: Damage Penetration
Lightning | +15% |
Fire | 0% |
Darkness | +30% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 1 |
Physical Save | 40 |
Spell Save | 61 |
Mental Save | 53 |
Defense: Resistances
Acid | + 42%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 50%( 70%) |
All | + 21%( 70%) |
Darkness | + 26%( 70%) |
Light | + 34%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 52%( 70%) |
Mind | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 31% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 36% |
Silence Resistance | 28% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 41% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 495 damage for 6 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 223 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1184% for 10 turns (355 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Spell / Nightfall | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by icy orc wyrmic. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by Deek. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * 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). * You have 'extracted' the heart of one of your fellow necromancers. * 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 379. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vampire lord fang. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of squid ink. * '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! | done |
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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+3 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 281 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Dmg.mod +8% darkness ----- def ----- Resists +18% lightning +9% fire +17% light Affinity +5% darkness Mind.save +6 (+2 eff.) ---------- misc Light +4 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 336.04 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 63.54 to 190.61 lightning damage (127.07 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() 1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 2/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Resists +18% acid +16% fire +22% lightning +20% cold Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+2 eff.) Silence- +28% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +8 Mag +5 Wil dps ---------- Spell.crit +4% ----- def ----- Resists +5% fire +7% cold A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +13 Mag +12 Wil +9 Cun dps ---------- Spell.crit +4% Spell.pwr +19 (+4 eff.) S.pwr/crit +7 Dmg.mod +25% darkness Phasing +14% ----- def ----- Defense +13 (+6 eff.) Shield.pwr +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Phys.crit +12.0% Spell.crit +14% Mind.crit +19% Crit.mult +12.00% Melee+ 8 physical Dmg.mod +12% blight +9% physical Res.pen +10% darkness Acc +8 (+4 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Armour +8 Resists +6% darkness Phys.save +7 (+2 eff.) Mind.save +8 (+3 eff.) Disarm- +41% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+7 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% lightning +12% nature +18% darkness Res.pen +20% darkness Melee Ret 4 darkness ----- def ----- Armour +6 Defense +12 (+6 eff.) Resists +6% lightning Phys.save +18 (+6 eff.) Spell.save +18 (+5 eff.) Mind.save +17 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 4 nature ----- def ----- Resists +9% acid +9% fire +19% mind Phys.save +10 (+3 eff.) Spell.save +28 (+7 eff.) Mind.save +18 (+6 eff.) HP.reg +2.00 Blind- +36% Confus- +31% ---------- misc Infravis +6 Sight +2 See.Invis +13 Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 49% faster, and you are invisible (power 37). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Res.pen +5% light +10% acid Melee Ret 6 light On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Resists +6% light +6% darkness ---------- misc Light +2 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +2 ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Mana/turn +0.19 Max.mana +32.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +13% temporal Pinning- +30% Knockbk- +26% ---------- misc Mana/turn +0.23 Max.mana +36.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +6 Defense +7 (+3 eff.) Res.Cap +4% all Phys.save +12 (+4 eff.) ---------- misc Masteries +0.21 Spell/Master of flesh Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) Max.HP +24.00 Disarm- +26% Pinning- +24% Knockbk- +27% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +6 Wil +8 Mag dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 19 light Ranged+ 15 light Dmg.mod +12% light Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +13% acid +16% fire +14% lightning +13% cold Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Cold Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane/Nature Power 28.0 - 33.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+4 eff.) Dmg.mod +28% darkness ----- def ----- Defense +8 (+4 eff.) ---------- misc Light +4 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 150.50 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Defense +4 (+2 eff.) Resists -10% fire Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+3 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Armour +3 Resists +10% mind +3% all Release a wave of psionic power, dealing 204.80 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
![]() 2.0 T1 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +11% darkness +11% mind +7% all Phys.save +11 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +21 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% acid +6% physical +6% fire +5% cold ----- def ----- Resists +11% acid +11% physical +11% fire +11% cold +7% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight +9% all ---------- misc Mana/turn +0.12 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+0 eff.) Dmg.mod +12% acid ----- def ----- Resists +18% acid +9% all Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +21 (+7 eff.) Dmg.mod +9% blight +14% physical +9% darkness Res.pen +9% darkness +7% physical ----- def ----- Resists +9% mind +9% all ---------- misc Psi/ret +0.08 Max.hate +9.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +9% all +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +7% blight +15% darkness +10% mind +11% all Phys.save +12 (+4 eff.) Spell.save +13 (+3 eff.) Mind.save +28 (+9 eff.) Max.HP +63.00 HP.reg +2.70 Heal.mod +12% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Str +6 Mag +6 Wil dps ---------- Dmg.mod +9% lightning +10% physical +9% cold ----- def ----- Resists +10% lightning +7% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +13% nature +15% cold ----- def ----- Resists +11% all +22% cold Poison- +28% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+5 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+4 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +6% mind Res.pen +25% mind +25% cold On Hit (Melee): * 20% chance to reduce armor by 46% ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil ----- def ----- Defense +2 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +22% Confus- +21% Stun/Frz- +24% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil +5 Con dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 6 arcane Dmg.mod +5% arcane ----- def ----- Armour +8 Hardiness +6% Resists +5% arcane +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +4% lightning +4% temporal +3% light +4% fire +3% nature +4% acid +3% blight +3% cold +4% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Defense +2 (+1 eff.) Resists +18% light Shield.pwr +7% HP.reg +1.50 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +6% acid +5% lightning +8% cold +9% arcane +6% fire ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +5% temporal +5% light +3% fire +5% nature +6% acid +3% blight +5% cold +5% darkness A pointy cloth hat, very wizardly... |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning 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 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Deek the Ghoul Necromancer level 27
68th Regrowth 123rd year of Ascendancy at 13:48 see stats
By Deek the Ghoul Necromancer level 27
63rd Regrowth 123rd year of Ascendancy at 22:45 see stats
By Deek the Ghoul Necromancer level 33
4th Flare 123rd year of Ascendancy at 15:09 see stats
By Deek the Ghoul Necromancer level 26
62nd Regrowth 123rd year of Ascendancy at 07:06 see stats
By Deek the Ghoul Necromancer level 27
64th Regrowth 123rd year of Ascendancy at 08:30 see stats
By Deek the Ghoul Necromancer level 32
63rd Pyre 123rd year of Ascendancy at 00:59 see stats
By Deek the Ghoul Necromancer level 33
69th Pyre 123rd year of Ascendancy at 19:55 see stats
By Deek the Ghoul Necromancer level 35
60th Haze 123rd year of Ascendancy at 20:52 see stats
By Deek the Ghoul Necromancer level 31
58th Pyre 123rd year of Ascendancy at 21:53 see stats
By Deek the Ghoul Necromancer level 6
10th Dusk 122nd year of Ascendancy at 21:41 see stats
By Deek the Ghoul Necromancer level 30
40th Pyre 123rd year of Ascendancy at 11:44 see stats
By Deek the Ghoul Necromancer level 28
1st Time of Balance 123rd year of Ascendancy at 08:51 see stats
By Deek the Ghoul Necromancer level 18
48th Haze 122nd year of Ascendancy at 12:21 see stats
By Deek the Ghoul Necromancer level 29
3rd Pyre 123rd year of Ascendancy at 14:12 see stats
By Deek the Ghoul Necromancer level 21
31st Regrowth 123rd year of Ascendancy at 15:25 see stats
By Deek the Ghoul Necromancer level 10
52nd Dusk 122nd year of Ascendancy at 03:16 see stats
By Deek the Ghoul Necromancer level 20
23rd Regrowth 123rd year of Ascendancy at 16:52 see stats
By Deek the Ghoul Necromancer level 30
38th Pyre 123rd year of Ascendancy at 03:03 see stats
By Deek the Ghoul Necromancer level 18
55th Haze 122nd year of Ascendancy at 02:53 see stats
By Deek the Ghoul Necromancer level 28
72nd Regrowth 123rd year of Ascendancy at 23:03 see stats
By Deek the Ghoul Necromancer level 15
30th Haze 122nd year of Ascendancy at 04:41 see stats
By Deek the Ghoul Necromancer level 30
38th Pyre 123rd year of Ascendancy at 17:51 see stats
By Deek the Ghoul Necromancer level 31
40th Pyre 123rd year of Ascendancy at 16:23 see stats
By Deek the Ghoul Necromancer level 15
27th Haze 122nd year of Ascendancy at 07:18 see stats
By Deek the Ghoul Necromancer level 9
51st Dusk 122nd year of Ascendancy at 06:51 see stats
By Deek the Ghoul Necromancer level 27
63rd Regrowth 123rd year of Ascendancy at 22:45 see stats
By Deek the Ghoul Necromancer level 17
33rd Haze 122nd year of Ascendancy at 14:38 see stats
By Deek the Ghoul Necromancer level 14
15th Haze 122nd year of Ascendancy at 20:13 see stats
By Deek the Ghoul Necromancer level 33
46th Dusk 123rd year of Ascendancy at 19:05 see stats
By Deek the Ghoul Necromancer level 27
71st Regrowth 123rd year of Ascendancy at 21:59 see stats
By Deek the Ghoul Necromancer level 19
9th Allure 123rd year of Ascendancy at 03:19 see stats
By Deek the Ghoul Necromancer level 25
61st Regrowth 123rd year of Ascendancy at 19:25 see stats
Log
You may not change level so soon after a kill (2 game turns left to wait)!
Deek misses Beledheba the Flamebringer.
Deek hits Beledheba the Flamebringer for 15 lightning damage.
Emubrevea the Invoker casts Rune: Ethereal.
Emubrevea the Invoker becomes ethereal.
Emubrevea the Invoker casts Flame.
Beledheba the Flamebringer unleashes a blast of frostdusk as he crosses the veil!
You collect a new ingredient: pouch of faeros ash (1).
Deek HEALS from darkness damage!
Spikes of Decrepitude hits Emubrevea the Invoker for 23 cold, 39 darkness (62 total damage).
Spikes of Decrepitude hits Beledheba the Flamebringer for 28 cold damage.
Spikes of Decrepitude hits Greater faeros for 51 cold, 54 darkness (106 total damage).
Burning from Emubrevea the Invoker hits Deek for 35 fire damage.
Emubrevea the Invoker hits Deek for 70 fire damage.
Emubrevea the Invoker hits Beledheba the Flamebringer for 51 fire damage.
Lava floor hits Beledheba the Flamebringer for 35 fire damage.
Beledheba the Flamebringer hits Deek for 62 cold, 109 darkness, 8 healing (172 total damage) [8 healing].
Spikes of Decrepitude killed Beledheba the Flamebringer!
Deek HEALS from darkness damage!
Beledheba the Flamebringer's defensive darkness area effect hits Deek for 16 darkness, 1 healing (16 total damage) [1 healing].
Beledheba the Flamebringer's sanctity area effect hits Deek for 23 light damage.
Beledheba the Flamebringer's physical stun area effect hits Deek for 89 physical damage.
Beledheba the Flamebringer's defensive darkness area effect hits Deek for 16 darkness, 1 healing (16 total damage) [1 healing].
Emubrevea the Invoker's cleansing fire area effect hits Deek for 15 fire damage.
Emubrevea the Invoker's cleansing fire area effect hits Deek for 22 fire damage.
Emubrevea the Invoker's cleansing fire area effect hits Greater faeros for 6 fire damage.
Emubrevea the Invoker's cleansing fire area effect hits Deek for 15 fire damage.
Emubrevea the Invoker's cleansing fire area effect hits Greater faeros for 4 fire damage.
Emubrevea the Invoker's cleansing fire area effect hits Deek for 22 fire damage.
Deek the level 37 ghoul necromancer was fried to death by Emubrevea the Invoker on level 1 of Hidden Vault - Vor Pride (2).