








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 37 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake hatchling at level 16 on the 40th Haze 122nd year of Ascendancy at 07:16 1 / 7Killed by Gloremina the drem at level 16 on the 40th Haze 122nd year of Ascendancy at 19:33 Killed by Adimina the elven cultist at level 22 on the 37th Regrowth 123rd year of Ascendancy at 19:31 Killed by Celia at level 23 on the 56th Regrowth 123rd year of Ascendancy at 00:33 Killed by Layivena the Guardian at level 25 on the 35th Pyre 123rd year of Ascendancy at 23:16 Killed by Esar the human at level 28 on the 30th Haze 123rd year of Ascendancy at 01:49 Killed by overpowered greater multi-hued wyrm at level 35 on the 40th Regrowth 124th year of Ascendancy at 13:48 |
Primary Stats
| Strength | 13 (base 12) |
| Dexterity | 27 (base 15) |
| Constitution | 51 (base 51) |
| Magic | 91 (base 63) |
| Willpower | 66 (base 51) |
| Cunning | 32 (base 17) |
Resources
| Mana | 283/302 |
| Negative | 158/158 |
| Life | 899/938 |
| Positive | 137/138 |
| Soul | 10/10 |
| Healing Factor | 1.3982805429865 |
| Regeneration | 3.9850995475116 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 50.913931828235 |
| See Invisible | 70.913931828235 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 185 |
| Accuracy | 32 |
| Crit Chance | 12% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 33% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +49% |
| Physical | +27% |
| Fire | +16% |
| Arcane | +73% |
| Cold | +13% |
| All | +7% |
Offense: Damage Penetration
| Arcane | +25% |
| Physical | +15% |
| Darkness | +41% |
Defense: Base
| Armour (hardiness) | 9 (35.629139072848%) |
| Defense | 44 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 71 |
| Mental Save | 74 |
Defense: Resistances
| Cold | + 57%( 85%) |
| Lightning | + 20%( 85%) |
| Light | + 52%( 85%) |
| Darkness | + 76%( 85%) |
| Blight | + 20%( 85%) |
| Arcane | + 32%( 85%) |
| Fire | + 46%( 85%) |
| All | + 13%( 85%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 149.67 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 53 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. |
| 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 555 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 107.88 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 442.98 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Shades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Necrotic minions | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Vampiric Gift |
| talent | Necrotic Aura |
| talent | Premonition |
| talent | Chant of Fortitude |
| talent | Frostdusk |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 250. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Blindsmash' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +9% darkness Changes resistances penetration: +25% arcane Changes damage: +24% arcane / +21% darkness Physical save: +9 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | CorpselightPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +13 (+4 eff.) Damage when hit (Melee): 30 fire Changes stats: +8 Mag Changes resistances: +5% arcane / +18% fire Changes damage: +27% arcane / +9% fire Physical save: +19 (+7 eff.) Spell save: +20 (+5 eff.) Mental save: +35 (+8 eff.) Spellpower: +17 (+4 eff.) Light radius: +6 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | hardened leather cap 'Tureruifang' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 blight Changes stats: +7 Dex / +2 Wil Critical mult.: +15.00% Spell save: +6 (+2 eff.) Mana each turn: +0.16 Spellpower: +6 (+2 eff.) Spell crit. chance: +3% A cap made of leather. |
| Tool | Tozor [power 129] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +12% darkness / +12% fire / +18% light / +21% cold It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 129 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex Life regen: +1.40 Maximum life: +60.00 Healing mod.: +12% Rings can have magical properties. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around waist | hardened leather belt 'Shinebile'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% light Changes damage: +9% arcane Mental save: +8 (+2 eff.) Maximum mana: +80.00 Spellpower: +12 (+3 eff.) A belt that goes around your waist. |
| In main hand | Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+3 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 94% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
| On hands | dwarven-steel gauntlets 'Balorand' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +2 Changes stats: +3 Cun Changes resistances: +7% darkness Changes resistances penetration: +15% physical Grants telepathy: Dragon Life regen: +1.20 Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 1.8 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dispeller's cashmere robe of power (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% lightning / +7% darkness / +8% blight / +8% fire / +10% cold / +9% light Changes damage: +7% all Physical save: +12 (+4 eff.) Spell save: +21 (+6 eff.) Mental save: +13 (+3 eff.) Spellpower: +11 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Beloldathra the cashmere cloak (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Mag Changes resistances: +18% darkness / +6% light Changes resistances penetration: +12% darkness Changes damage: +15% darkness / +6% arcane Stealth bonus: +14 Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Poison immunity: +20% Spellpower: +4 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Inventory
manasurge rune of the wizard (1359% regen over 10 turns; 68 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1359% for 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the psychic (156 acid damage; disarm 5 turns with power 53)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 unleash a wave of acid in a cone of radius 6, doing 156.43 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 53 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (215 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 215.30 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 399 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 399 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
steel amulet 'Durirerand'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 mind / 8 blight Changes stats: +5 Mag / +3 Wil Mental save: +9 (+2 eff.) Confusion immunity: +16% Spellpower: +6 (+2 eff.) Mindpower: +8 (+3 eff.) Amulets can have magical properties. |
savior's stralite amulet of dexterity (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Dex Physical save: +14 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +17 (+4 eff.) Amulets can have magical properties. |
stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
marksman's stralite ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+5 eff.) Changes stats: +6 Dex Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
painweaver's stralite ring of darkness (+30%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +5 (+2 eff.) Changes resistances: +30% darkness Changes damage: +15% darkness / +7% all Spellpower: +12 (+3 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
solipsist's stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mindpower: +9 (+3 eff.) Rings can have magical properties. |
Staff of Destruction (120% power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+3 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
stargazer's silk robe of Angolwen (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +3 Wil / +3 Cun Changes damage: +13% light / +12% darkness Silence immunity: +28% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +18 (+5 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layyldavea the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Changes stats: +11 Dex / +3 Mag / +4 Wil / +5 Cun Changes damage: +15% acid Reduces incoming crit damage: 15.00% Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
heroic hardened leather gloves of strength (+3) (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+4 eff.) Armour: +7 Changes stats: +3 Str Mental save: +8 (+2 eff.) Maximum life: +45.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming hardened leather gloves of dexterity (+4) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+7 eff.) Armour: +2 Changes stats: +4 Dex Mana each turn: +0.25 Spellpower: +8 (+2 eff.) Spell crit. chance: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of archery (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Armour: +6 Changes stats: +5 Cun / +4 Dex Mental save: +8 (+2 eff.) Maximum life: +40.00 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
augmenting cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +4 Wil Changes damage: +7% acid / +4% lightning / +6% fire / +8% arcane / +4% cold Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
starseer's cashmere wizard hat of decomposition (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% lightning / +5% temporal / +5% light / +5% fire / +4% nature / +5% acid / +5% blight / +5% cold / +4% darkness Changes damage: +9% light / +9% temporal / +6% darkness / +7% physical A pointy cloth hat, very wizardly... |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
303 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Islaldatha' (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +1 Str Changes resistances: +3% acid / +9% blight Changes damage: +6% mind / +6% fire Mental save: +6 (+1 eff.) Knockback immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 337/400. 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. |
Rod of Spydric Poison (2/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 603.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 53/75. This rod carved out of a giant spider fang continuously drips venom. |
Erelildir [power 30] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +6% blight Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +40% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to teleport randomly (rad 30), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By The Grey Rook the Lich Necromancer level 30
39th Haze 123rd year of Ascendancy at 22:33 see stats
Against all odds
Killed Ukruk in the ambush.By The Grey Rook the Lich Necromancer level 29
37th Haze 123rd year of Ascendancy at 09:17 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By The Grey Rook the Higher Necromancer level 22
39th Regrowth 123rd year of Ascendancy at 15:55 see stats
Arachnophobia
Destroyed the spydric menace.By The Grey Rook the Lich Necromancer level 34
33rd Regrowth 124th year of Ascendancy at 08:05 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By The Grey Rook the Lich Necromancer level 34
40th Regrowth 124th year of Ascendancy at 09:39 see stats
Brave new world
Went to the Far East and took part in the war.By The Grey Rook the Lich Necromancer level 33
29th Regrowth 124th year of Ascendancy at 03:10 see stats
Bringer of Doom
Killed a Bringer of Doom.By The Grey Rook the Higher Necromancer level 22
38th Regrowth 123rd year of Ascendancy at 12:48 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By The Grey Rook the Higher Necromancer level 11
3rd Haze 122nd year of Ascendancy at 22:28 see stats
Destroyer's bane
Killed Golbug the Destroyer.By The Grey Rook the Lich Necromancer level 32
23rd Regrowth 124th year of Ascendancy at 12:45 see stats
Exterminator
Killed 1000 creatures.By The Grey Rook the Higher Necromancer level 17
42nd Haze 122nd year of Ascendancy at 19:18 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By The Grey Rook the Higher Necromancer level 19
20th Regrowth 123rd year of Ascendancy at 08:58 see stats
Guiding Hand
Saved all escorted adventurers.By The Grey Rook the Lich Necromancer level 31
18th Regrowth 124th year of Ascendancy at 16:41 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By The Grey Rook the Higher Necromancer level 23
50th Regrowth 123rd year of Ascendancy at 03:09 see stats
Level 10
Got a character to level 10.By The Grey Rook the Higher Necromancer level 10
76th Dusk 122nd year of Ascendancy at 02:22 see stats
Level 20
Got a character to level 20.By The Grey Rook the Higher Necromancer level 20
20th Regrowth 123rd year of Ascendancy at 08:58 see stats
Level 30
Got a character to level 30.By The Grey Rook the Lich Necromancer level 30
37th Haze 123rd year of Ascendancy at 09:17 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By The Grey Rook the Higher Necromancer level 28
30th Haze 123rd year of Ascendancy at 01:49 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By The Grey Rook the Higher Necromancer level 8
5th Flare 122nd year of Ascendancy at 20:03 see stats
Size matters
Did over 600 damage in one attack.By The Grey Rook the Lich Necromancer level 28
35th Haze 123rd year of Ascendancy at 16:53 see stats
Sliders
Activated a portal using the Orb of Many Ways.By The Grey Rook the Lich Necromancer level 32
23rd Regrowth 124th year of Ascendancy at 17:14 see stats
That was close
Killed your target while having only 1 life left.By The Grey Rook the Higher Necromancer level 15
33rd Haze 122nd year of Ascendancy at 16:33 see stats
The Arena
Unlocked Arena mode.By The Grey Rook the Higher Necromancer level 5
79th Pyre 122nd year of Ascendancy at 00:25 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By The Grey Rook the Higher Necromancer level 21
21st Regrowth 123rd year of Ascendancy at 00:44 see stats
The secret city
Discovered the truth about mages.By The Grey Rook the Higher Necromancer level 18
49th Haze 122nd year of Ascendancy at 16:59 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By The Grey Rook the Higher Necromancer level 13
22nd Haze 122nd year of Ascendancy at 19:03 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By The Grey Rook the Lich Necromancer level 35
71st Pyre 124th year of Ascendancy at 09:56 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By The Grey Rook the Higher Necromancer level 18
5th Decay 122nd year of Ascendancy at 12:12 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By The Grey Rook the Lich Necromancer level 32
20th Regrowth 124th year of Ascendancy at 20:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By The Grey Rook the Higher Necromancer level 17
43rd Haze 122nd year of Ascendancy at 03:47 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By The Grey Rook the Lich Necromancer level 28
36th Haze 123rd year of Ascendancy at 16:59 see stats
Log
Talent Rigor Mortis is ready to use.
The unstable sand tunnel collapses!
The Grey Rook deactivates Blurred Mortality.
The Grey Rook activates Blurred Mortality.
The Grey Rook deactivates Vampiric Gift.
The Grey Rook activates Vampiric Gift.
The Grey Rook deactivates Necrotic Aura.
The Grey Rook activates Necrotic Aura.
The Grey Rook deactivates Premonition.
The Grey Rook activates Premonition.
The Grey Rook deactivates Chant of Fortitude.
The Grey Rook activates Chant of Fortitude.
The Grey Rook deactivates Frostdusk.
The Grey Rook activates Frostdusk.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Message from DarkGod: Today we celebrate hum .. something. Well I just wanted to give an other round of the fabled .... LOST LAND OF POOSH! Enjoy!
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
The Grey Rook deactivates Chant of Fortitude.
The Grey Rook deactivates Necrotic Aura.
The Grey Rook deactivates Blurred Mortality.
The Grey Rook deactivates Frostdusk.
The Grey Rook deactivates Vampiric Gift.
The Grey Rook deactivates Premonition.











































































































