








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Necromancer |
| Level / Exp | 30 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by orc pyromancer at level 10 on the 44th Dusk 122nd year of Ascendancy at 18:01 0 / 7Killed by ghast at level 21 on the 69th Haze 122nd year of Ascendancy at 20:04 Killed by Archmage Tarelion at level 22 on the 4th Pyre 123rd year of Ascendancy at 06:53 Killed by Linaniil, Supreme Archmage of Angolwen at level 23 on the 48th Pyre 123rd year of Ascendancy at 02:35 Killed by armoured skeleton warrior at level 26 on the 4th Flare 123rd year of Ascendancy at 09:05 Killed by Linaniil, Supreme Archmage of Angolwen at level 30 on the 44th Dusk 123rd year of Ascendancy at 16:55 Killed by armoured skeleton warrior at level 30 on the 21st Haze 123rd year of Ascendancy at 15:44 |
Primary Stats
| Strength | 27 (base 10) |
| Dexterity | 30 (base 10) |
| Constitution | 28 (base 26) |
| Magic | 70 (base 60) |
| Willpower | 26 (base 13) |
| Cunning | 63 (base 43) |
Resources
| Mana | 358/402 |
| Equilibrium | 100 |
| Vim | 216/216 |
| Life | -340/508 |
| Soul | 9/14 |
| Healing Factor | 1.1456298990388 |
| Regeneration | 0.2864074747597 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 40 |
| Crit Chance | 27% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Blight | +9% |
| Arcane | +18% |
| Cold | +30% |
| All | +2% |
| Darkness | +27% |
| Light | +14% |
| Temporal | +11% |
| Physical | +15% |
| Fire | +22% |
| Lightning | +19% |
Offense: Damage Penetration
| Acid | +10% |
| Physical | +33% |
| Arcane | +5% |
| Cold | +14% |
| Darkness | +8% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 26 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 38%( 70%) |
| Arcane | + 38%( 70%) |
| Cold | + 70%( 70%) |
| All | + 35%( 70%) |
| Lightning | + 55%( 70%) |
| Temporal | + 44%( 70%) |
| Fire | + 59%( 70%) |
| Nature | + 46%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Teleport Resistance | 10% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (336 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 450 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 281.94 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.48 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Undead / Skeleton | 1.10 |
| 4/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You abandoned injured seer, to death. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved talent Spit Poison (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. 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 vial of greater demon bile. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed faerlhing fang. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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 failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blightbringer's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +6% acid +7% blight ----- def ----- Armour +3 Disease- +26% ---------- misc Stam/turn +0.50 Max.stam +20.00 A pair of boots made of leather. |
| Light source | 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. |
| On head | Iceroar (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +7 Wil +7 Cun +2 Con dps ---------- Crit.mult +5.00% Mind.pwr +6 (+2 eff.) Dmg.mod +17% lightning +20% fire Acc +15 (+5 eff.) ----- def ----- Defense +3 (+2 eff.) Resists +25% lightning +30% fire +12% cold ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
| Tool | stralite torque of gale force [power 295] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 339 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 31/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | treant's steel ring of misery0.1 T2 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 11 physical Ranged+ 12 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 26 On Hit (Ranged): * 11% chance to reduce all saves and defense by 26 ----- def ----- Resists +8% nature +5% blight Poison- +14% Disease- +12% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around waist | Camagorn1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Defense +13 (+7 eff.) Resists +6% temporal +9% nature +3% cold Mind.save +9 (+5 eff.) Stealth +8 Silence- +10% Teleport- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
| In main hand | Marduzor (26-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 26.5 - 39.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 mind On Hit: * 16% chance to reduce all saves and defense by 26 * Create an explosion dealing 106 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Cun +3 Wil dps ---------- Phys.crit +10.0% Spell.pwr +10 (+2 eff.) S.pwr/crit +4 Dmg.mod +12% cold Res.pen +14% cold Melee Ret 2 blight ----- def ----- Resists +9% temporal Massive two-handed mauls. |
| On hands | heroic drakeskin leather gloves of sorrow (0 def, 7 armour)1.0 T4 hands armor [Ego++] Master/Psionic While equipped: dps ---------- Mind.pwr +7 (+2 eff.) Melee+ 28 mind 23 darkness On Hit (Melee): * 17% chance to reduce all saves and defense by 26 ----- def ----- Armour +7 Mind.save -6 (-3 eff.) Max.HP +56.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Layulera the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +4% Mind.crit +3% Spell.pwr +5 (+1 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +13% physical +15% darkness +16% cold +16% arcane +9% temporal Res.pen +10% acid +8% physical +8% darkness On Hit (Melee): * 10% chance to reduce armor by 40% ----- def ----- Resists +15% acid +24% cold +11% all ---------- misc Max.mana +19.00 Max.hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Prismwrest (2 def, 7 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +5% arcane Acc +22 (+7 eff.) ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue -6% Resists +7% acid +19% cold +7% fire +5% arcane +7% lightning Max.HP +43.00 ---------- misc Max.stam +16.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Rimeire0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +20 (+9 eff.) Res.pen +25% physical ----- def ----- Defense +5 (+3 eff.) Resists +3% cold ---------- misc Masteries +0.18 Spell/Master of bones Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
ethereal rune (power 12; resist 12%; move 37%; dur 5; cd 21)0.1 rune scroll [Normal] 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 12% all resistance, you move 37% faster, and you are invisible (power 12). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 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 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 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 229 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
stabilizing steel amulet of mastery (0.10 Spell / Rime wraith)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% temporal Pinning- +22% Knockbk- +20% ---------- misc Masteries +0.10 Spell/Rime wraith Amulets make your neck look great! |
Voidnoon the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +5% darkness Melee Ret 2 lightning ----- def ----- Heal.mod +13% Cut- +60% ---------- misc Light +3 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 187 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% mind Acc +4 (+1 eff.) ----- def ----- Resists +10% mind Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Sparkhunt0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 4 nature ----- def ----- Resists +15% lightning +3% light +6% blight Max.HP +21.00 Disarm- +22% Pinning- +24% Knockbk- +23% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.35 cold and 12.70 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Zubuvena the Murkwing0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Dex ----- def ----- Resists +6% lightning +6% darkness Crit.chn- 15.00% HP.reg +3.00 Stun/Frz- +28% Rings make your fingers look great! |
timebroken cashmere robe of Angolwen (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.crit +2% Spell.pwr +11 (+2 eff.) S.pwr/crit +4 Dmg.mod +17% arcane +10% temporal ----- def ----- Resists +11% all Silence- +31% ---------- misc Max.mana +46.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Haliyalach the Balancevortex1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Phys.pwr +2 (+1 eff.) Spell.pwr +15 (+3 eff.) Res.pen +5% arcane ----- def ----- Resists +6% nature Spell.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +1.00 Size +1 A belt that goes around your waist. |
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 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of hardened leather boots 'Lightpassion' (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +2 Con dps ---------- Dmg.mod +24% arcane Melee Ret 4 light ----- def ----- Armour +3 Crit.chn- 10.00% ---------- misc Light +3 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
Xemina (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Phys.pwr +30 (+12 eff.) Melee+ 7 acid Dmg.mod +7% acid +3% physical ----- def ----- Armour +2 Resists +6% acid 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. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 108.28 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Polona (15 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Crit.mult +10.00% Phys.pwr +15 (+7 eff.) ----- def ----- Armour +3 Defense +15 (+8 eff.) Fatigue +3% Resists +7% acid +8% fire +6% lightning +7% cold Spell.save +6 (+3 eff.) Die.at -60.00 life A cap made of leather. |
11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 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 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 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. |
5 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. |
11 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. |
7 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. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning 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. |
8 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Phoenixterror the iron pickaxe (dig speed 8 turns)3.0 T1 digger tool [Random Unique] Nature/Master While equipped: Stats +1 Str dps ---------- Crit.mult +11.00% Phys.pwr +6 (+3 eff.) Dmg.mod +3% fire +9% temporal Res.pen +15% darkness +13% physical Apr +5 ----- def ----- Resists +6% darkness +3% light Affinity +15% darkness Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+6 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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. |
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. |
Arcclash [power 170] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +9% lightning +12% fire Crit.chn- 10.00% Max.HP +80.00 Knockbk- +20% Blast the opponent's mind dealing 173 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
innervating steel torque of gale force [power 165] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 190 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Mardiragen the Sepsiskill [power 182] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +10% nature ----- def ----- Armour +2 Heal.mod +5% Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 43 lightning damage and will be dazed for 1 turn (216 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By John Maj'Eyal the Skeleton Necromancer level 17
55th Haze 122nd year of Ascendancy at 22:05 see stats
Bringer of Doom
Killed a Bringer of Doom.By John Maj'Eyal the Skeleton Necromancer level 26
7th Dusk 123rd year of Ascendancy at 23:34 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By John Maj'Eyal the Skeleton Necromancer level 22
67th Regrowth 123rd year of Ascendancy at 15:06 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By John Maj'Eyal the Skeleton Necromancer level 13
8th Haze 122nd year of Ascendancy at 02:59 see stats
Dethroned
Vanquished the Glass Golem without letting it use the glass throne to heal.By John Maj'Eyal the Skeleton Necromancer level 27
10th Dusk 123rd year of Ascendancy at 22:03 see stats
Exterminator
Killed 1000 creatures.By John Maj'Eyal the Skeleton Necromancer level 16
34th Haze 122nd year of Ascendancy at 14:50 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By John Maj'Eyal the Skeleton Necromancer level 13
51st Dusk 122nd year of Ascendancy at 20:28 see stats
Level 10
Got a character to level 10.By John Maj'Eyal the Skeleton Necromancer level 10
43rd Dusk 122nd year of Ascendancy at 10:53 see stats
Level 20
Got a character to level 20.By John Maj'Eyal the Skeleton Necromancer level 20
64th Haze 122nd year of Ascendancy at 23:43 see stats
Level 30
Got a character to level 30.By John Maj'Eyal the Skeleton Necromancer level 30
22nd Dusk 123rd year of Ascendancy at 12:49 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By John Maj'Eyal the Skeleton Necromancer level 22
60th Regrowth 123rd year of Ascendancy at 03:19 see stats
Size matters
Did over 600 damage in one attack.By John Maj'Eyal the Skeleton Necromancer level 27
8th Dusk 123rd year of Ascendancy at 09:34 see stats
That was close
Killed your target while having only 1 life left.By John Maj'Eyal the Skeleton Necromancer level 5
31st Dusk 122nd year of Ascendancy at 15:00 see stats
The secret city
Discovered the truth about mages.By John Maj'Eyal the Skeleton Necromancer level 17
42nd Haze 122nd year of Ascendancy at 09:01 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By John Maj'Eyal the Skeleton Necromancer level 25
2nd Mirth 123rd year of Ascendancy at 01:05 see stats
Treasure Hunter
Amassed 1000 gold pieces.By John Maj'Eyal the Skeleton Necromancer level 16
39th Haze 122nd year of Ascendancy at 12:59 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By John Maj'Eyal the Skeleton Necromancer level 30
21st Haze 123rd year of Ascendancy at 15:28 see stats
You were not supposed to see that!
Read a Forbidden Tome.By John Maj'Eyal the Skeleton Necromancer level 27
8th Dusk 123rd year of Ascendancy at 00:36 see stats
Log
Spikes of Decrepitude hits Ghast for 46 cold, 45 darkness (90 total damage).
Spikes of Decrepitude hits Ghast for 46 cold, 45 darkness (90 total damage).
Lord of Skulls (bone giant) can not be healed this way!
Dreadmaster hits Ghast for 33 physical damage.
Lord of Skulls (bone giant) hits Ghast for 78 physical, 16 blight, 24 blight (119 total damage).
Armoured skeleton warrior uses Shield Pummel.
Ghoul is stunned!
Armoured skeleton warrior uses Block.
Melee retaliation hits Ghast for 12 blight damage.
Skeleton master archer hits Ghoul for 15 physical damage.
Armoured skeleton warrior hits Ghoul for (80 to bones), 0 physical, (92 to bones), 0 physical (0 total damage).
Rotting Disease from Elder vampire hits Lord of Skulls (bone giant) for 14 blight damage.
Ghast hits Lord of Skulls (bone giant) for 22 physical damage.
Ghoul misses Armoured skeleton warrior.
Shards of metal explode from Armoured skeleton warrior's shield!
Ghoul starts to bleed.
Your shield crumbles under the damage!
The shield around John Maj'Eyal crumbles.
Lord of Skulls (bone giant) starts to bleed.
Talent Chill of the Tomb is ready to use.
Spikes of Decrepitude hits Skeleton master archer for 45 cold, 44 darkness (89 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for (45 blocked), 0 cold, (44 blocked), 0 darkness (0 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for 36 cold, 44 darkness (80 total damage).
Spikes of Decrepitude hits Ghast for 46 cold, 45 darkness (90 total damage).
Spikes of Decrepitude hits Ghast for 46 cold, 45 darkness (90 total damage).
Armoured skeleton warrior hits Lord of Skulls (bone giant) for 28 physical damage.
Armoured skeleton warrior hits Ghoul for 33 physical damage.
Armoured skeleton warrior hits John Maj'Eyal for (10 absorbed), 11 physical (11 total damage).
Armoured skeleton warrior hits Armoured skeleton warrior for (33 to bones), 0 physical (0 total damage).
John Maj'Eyal the level 30 skeleton necromancer was bludgeoned to death by an armoured skeleton warrior on level 9 of Dreadfell.













































































































