








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! 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 Possessor Bonus Class 1.7.4Donators/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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Necromancer |
| Level / Exp | 28 / 29% |
| Size | big |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 28 on the 2nd Flare 123rd year of Ascendancy at 07:01 / 2Killed by Celia at level 28 on the 2nd Flare 123rd year of Ascendancy at 07:31 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 74 (base 60) |
| Willpower | 72 (base 55) |
| Cunning | 20 (base 11) |
Resources
| Life | -407/461 |
| Mana | 569/651 |
| Soul | 5/10 |
| Healing Factor | 1.1660311219417 |
| Regeneration | 16.61594348767 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -22% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 30.388114253578 |
| See Invisible | 29.388114253578 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 25 |
| Crit Chance | 18% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Lightning | +25% |
| Light | +7% |
| Temporal | +8% |
| Blight | +12% |
| Physical | +12% |
| Cold | +35% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Darkness | +10% |
| Lightning | +25% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 38 |
| Mental Save | 34 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 27%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 10%( 70%) |
| Darkness | + 30%( 70%) |
| Mind | + 17%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 25% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 272 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | 18% chance to fully evade any damaging actions or negative effects. Intangible |
| detrimental effect | Cold resistance reduced by 21%, movement speed reduced by 52%. Hoarfrost |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| detrimental effect | Soul absorbed upon death. Soul Leech |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You failed to protect the lone alchemist from death by Porotira the vampire. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Betamira the wolf. Escort: worried loremaster (level 1 of Old Forest) | failed |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | 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 unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * 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: 133. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed red crystal shard. * '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.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' 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 vial of greater demon bile. * You've found the needed hummerhorn wing. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 |
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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | alchemist's lamp 'Duvukalthokhad'1.0 T3 lite [Rare] Psionic While equipped: ----- def ----- Resists +6% mind +6% cold Mind.save +7 (+4 eff.) ---------- misc Psi/ret +0.28 Max.psi +10.00 Light +4 See.Stealth +9 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Shimmerwhisper (12 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Res.pen +25% lightning ----- def ----- Defense +12 (+4 eff.) Resists +15% cold Crit.chn- 15.00% Phys.save +9 (+5 eff.) HP.reg +4.00 A pointy cloth hat, very wizardly... |
| Tool | elven-wood wand of shielding [power 308] (19/20 cooldown)2.0 T4 wand charm [Ego] Arcane Create a shield absorbing up to 308 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring of life0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +54.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great! |
| On fingers | Nyroneg the Shockripper0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical Res.pen +20% physical Acc +15 (+8 eff.) Apr +8 Melee Ret 6 lightning ----- def ----- Fatigue -8% Phys.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Max.enc +32 Rings make your fingers look great! |
| Around waist | Galesever the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Phys.pwr +3 (+2 eff.) ----- def ----- Defense +20 (+6 eff.) Resists +3% lightning +1% physical Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | magelord's elven-wood magestaff of greater warding (25-30 power, 5 apr, lightning element)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: dps ---------- Phys.crit +10.0% Spell.crit +4% Spell.pwr +19 (+6 eff.) Melee+ 16 arcane Dmg.mod +25% lightning ----- def ----- Armour +8 Defense +7 (+2 eff.) ---------- misc Max.mana +38.00 Wards +3 lightning Talents +1 Command Staff +3 Ward Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Belagund the woollen robe (4 def, 4 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +3 Wil +8 Mag dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +3 Dmg.mod +7% light +12% blight ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +6% darkness +12% blight +7% light +3% mind +9% all Max.HP +33.00 Disease- +10% Silence- +25% Stun/Frz- +20% ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Durethel (2 def, 12 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Spell.crit +4% Crit.mult +10.00% ----- def ----- Armour +12 Defense +2 (+0 eff.) Resists +12% light +9% darkness +5% arcane Mind.save +10 (+5 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Mag +5 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.90 Mana/turn +0.12 Max.mana +24.00 Amulets make your neck look great! |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Prismatic Rune (6 turns; acid, physical, darkness, cold, arcane, mind)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 acid, 4 physical, 3 darkness, 5 cold, 3 arcane, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 272; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 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 272 damage for 5 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. |
stabilizing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +20% Amulets make your neck look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +21.00 Disarm- +21% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
blazebringer's stralite dagger (28-37 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Power 28.5 - 37.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +27 fire While equipped: dps ---------- All.spd +5% Res.pen +9% fire Sharp, short and deadly. |
blazebringer's stralite dagger of massacre (40-52 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature/Master Power 40.0 - 52.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +41 fire While equipped: dps ---------- All.spd +2% Res.pen +11% fire Sharp, short and deadly. |
mighty yew longbow of recursion4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit: 10% Shoot 1 While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+6 eff.) Longbows are used to shoot arrows at your foes. |
enhanced dwarven-steel mace of massacre (36-50 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Nature/Master Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +6 Mag +4 Wil +5 Cun +6 Con Blunt and deadly. |
flaming dwarven-steel mace of crippling (26-36 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +5 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Blunt and deadly. |
quick dwarven-steel mace (26-36 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +6 (+3 eff.) Blunt and deadly. |
gifted thorny mindstar of frost (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+4 eff.) Melee+ 8 cold Dmg.mod +7% cold Res.pen +6% cold ----- def ----- Armour +8 Resists +8% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious thorny mindstar of storms (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +5 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 4 lightning Dmg.mod +4% nature +10% lightning Res.pen +4% nature +7% lightning ----- def ----- Resists +3% nature +7% lightning ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful thorny mindstar of resolve (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +9% mind +10% darkness Res.pen +6% mind +7% darkness ----- def ----- Spell.save +4 (+2 eff.) ---------- misc Max.hate +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hardened leather sling of recursion4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit: 10% Shoot 1 Slings are used to hurl stones or metal shots at your foes. |
bloodlich's yew vilestaff of wizardry (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +2 Wil +3 Cun +4 Con dps ---------- Spell.crit +3% Crit.mult +12.00% Spell.pwr +13 (+4 eff.) Dmg.mod +20% blight ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.mana +61.00 Max.vim +29.00 Max.N.En +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of illumination (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +11.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% lightning ----- def ----- Defense +8 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 86.75 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. |
greater yew magestaff of wizardry (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Wil +2 Mag dps ---------- Spell.crit +3% Spell.pwr +19 (+6 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of greater warding (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Armour +7 Defense +6 (+2 eff.) ---------- misc Wards +3 darkness Talents +1 Command Staff +1 Ward Staves designed for wielders of magic, by the greats of the art. |
strafer's dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +8% all Acc +12 (+6 eff.) Apr +7 ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere robe of the mountain (+11%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of light (+25%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +17% light ----- def ----- Resists +25% light +11% all Mind.save +18 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of nature (+28%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +19% nature ----- def ----- Resists +28% nature +11% all Mind.save +19 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +11% acid +10% physical +16% cold +11% fire ----- def ----- Resists +11% acid +12% physical +13% cold +13% fire +11% all Spell.save +20 (+7 eff.) ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +12.00% Dmg.mod +11% acid +6% physical +5% cold +11% fire ----- def ----- Resists +13% acid +11% physical +12% cold +10% fire +11% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
restorative pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +7 Str +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 HP.reg +4.00 Heal.mod +12% ---------- misc Size +1 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 48.33 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Hettildil the Quenchsweeper (0 def, 9 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Dex +3 Cun dps ---------- Melee+ 5 lightning 8 physical Dmg.mod +5% lightning +4% physical +6% cold Res.pen +15% acid +10% cold On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Armour +9 Resists +7% lightning Phys.save +7 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +7% temporal A cap made of leather. |
insulating linen wizard hat of corrosion (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +1 (+0 eff.) Resists +15% acid +6% fire +6% cold A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of the sentry (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.13 Infravis +4 See.Stealth +5 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 49% and attempts to push all creatures other than yourself out of its radius, inflicting 10.41 light damage and 10.50 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
fortifying dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +30.00 A suit of armour made of mail. |
stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% darkness +9% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +37.00 HP.reg +5.00 Heal.mod +11% A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% HP.reg +3.10 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
dwarven-steel shield of the stars (0 def, 6 armour, 82 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun +3 Mag dps ---------- Dmg.mod +11% light +12% darkness ----- def ----- Armour +6 Fatigue +8% Resists +15% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
flaming stralite shield of fire resistance (+21%) (0 def, 8 armour, 141 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 6 fire ----- def ----- Armour +8 Fatigue +8% Resists +21% fire ---------- misc Talents +1 Block Handheld deflection devices. |
barbed quiver of yew arrows of annihilation (23/24, 55-77 power, 16 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Master Power 55.0 - 77.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +16.0% Capacity 24 Proj.spd +200% On Crit: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Runarostir the dwarven-steel pickaxe (dig speed 13 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex dps ---------- Phys.pwr +5 (+3 eff.) Mov.spd +10% Dmg.mod +7% nature Res.pen +10% physical Acc +20 (+10 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +12% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 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. |
Grineruileg2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.crit +1% ----- def ----- Resists +6% acid +3% darkness Spell.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Light +5 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 115.51 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 115.51 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(128 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
thought-forged pouch of dwarven-steel shots of accuracy (13/16, 32-39 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Master/Psionic Power 32.5 - 39.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +9 Apr +3 Crit +5.0% Capacity 16 Rld cld 6 Ranged+ +5 mind On Hit: * 14% chance to reduce all saves and defense by 25 Shots are used with slings to pummel your foes to death. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By DTH the Skeleton Necromancer level 15
10th Decay 122nd year of Ascendancy at 14:35 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By DTH the Skeleton Necromancer level 18
18th Regrowth 123rd year of Ascendancy at 21:24 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By DTH the Skeleton Necromancer level 22
39th Regrowth 123rd year of Ascendancy at 20:52 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By DTH the Skeleton Necromancer level 10
54th Haze 122nd year of Ascendancy at 17:46 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By DTH the Skeleton Necromancer level 20
29th Regrowth 123rd year of Ascendancy at 17:09 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By DTH the Skeleton Necromancer level 24
6th Pyre 123rd year of Ascendancy at 03:06 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By DTH the Skeleton Necromancer level 27
36th Pyre 123rd year of Ascendancy at 22:36 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By DTH the Skeleton Necromancer level 26
35th Pyre 123rd year of Ascendancy at 01:24 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By DTH the Skeleton Necromancer level 1
74th Pyre 122nd year of Ascendancy at 19:12 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By DTH the Skeleton Necromancer level 12
62nd Haze 122nd year of Ascendancy at 23:47 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By DTH the Skeleton Necromancer level 27
70th Pyre 123rd year of Ascendancy at 07:22 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By DTH the Skeleton Necromancer level 7
47th Haze 122nd year of Ascendancy at 06:14 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By DTH the Skeleton Necromancer level 22
37th Regrowth 123rd year of Ascendancy at 16:55 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By DTH the Skeleton Necromancer level 15
10th Decay 122nd year of Ascendancy at 14:35 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By DTH the Skeleton Necromancer level 28
2nd Flare 123rd year of Ascendancy at 07:01 see stats
Log
Armoured skeleton warrior hits DTH for (106 absorbed), 0 physical, (8 absorbed), 0 nature, 0 darkness (0 total damage).
Celia's Hiemal Shield hits Armoured skeleton warrior for (65 absorbed), 16 cold (16 total damage).
Melee retaliation hits Armoured skeleton warrior for 7 lightning damage.
Something hits Armoured skeleton warrior for (50 absorbed), 0 physical (0 total damage).
The shield around armoured skeleton warrior crumbles.
Armoured skeleton warrior is afflicted by a decrepitude disease!
Spikes of Decrepitude hits Armoured skeleton warrior for 81 cold, 81 cold (161 total damage).
Spikes of Decrepitude hits DTH for 0 cold, 0 cold (0 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for 76 cold, 76 cold (152 total damage).
Something hits Armoured skeleton warrior for (106 absorbed), 20 cold, 86 darkness (106 total damage).
Your shield crumbles under the damage!
The shield around DTH crumbles.
Melee retaliation hits Armoured skeleton warrior for 7 lightning damage.
Armoured skeleton warrior hits DTH for (94 absorbed), 115 cold, 13 cold (128 total damage).
Armoured skeleton warrior picks up the remains of its fallen comrade.
Celia starts to bleed.
Armoured skeleton warrior shatters!
Celia's desolate waste area effect hits Armoured skeleton warrior for 39 cold damage.
Celia's desolate waste area effect hits Armoured skeleton warrior for 31 cold damage.
Celia's desolate waste area effect hits Armoured skeleton warrior for 31 cold damage.
Celia's desolate waste area effect hits Armoured skeleton warrior for 39 cold damage.
Celia's desolate waste area effect hits Armoured skeleton warrior for 37 cold damage.
DTH's desolate waste area effect hits Armoured skeleton warrior for 17 cold damage.
DTH's desolate waste area effect hits Armoured skeleton warrior for 9 cold damage.
DTH's desolate waste area effect hits Armoured skeleton warrior for 17 cold damage.
DTH's desolate waste area effect hits Armoured skeleton warrior for 9 cold damage.
DTH's desolate waste area effect hits Armoured skeleton warrior for 17 cold damage.
DTH's desolate waste area effect hits Armoured skeleton warrior for 9 cold damage.
Celia's desolate waste area effect killed Armoured skeleton warrior!
Celia casts Rigor Mortis.

















































































































