










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 27 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by delayed explosion trap at level 25 on the 19th Regrowth 123rd year of Ascendancy at 20:05 2 / 4Killed by The Master at level 27 on the 25th Regrowth 123rd year of Ascendancy at 12:47 Killed by The Master at level 27 on the 25th Regrowth 123rd year of Ascendancy at 17:26 Killed by shadow at level 27 on the 40th Regrowth 123rd year of Ascendancy at 20:11 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 51 (base 50) |
| Magic | 90 (base 46) |
| Willpower | 36 (base 23) |
| Cunning | 32 (base 14) |
Resources
| Life | 343/343 |
| Mana | 307/307 |
| Soul | 8/11 |
| Healing Factor | 1.5740316950178 |
| Regeneration | 4.3285871612989 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 23 |
| Crit Chance | 22% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +34% |
| Acid | +20% |
| Nature | +15% |
| Temporal | +37% |
| Cold | +5% |
| Physical | +5% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 42.664985985215 (45%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 42 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 39%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 34%( 70%) |
| All | + 21%( 70%) |
| Darkness | + 42%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 26%( 70%) |
| Lightning | + 34%( 70%) |
| Mind | + 31%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Pinning Resistance | 20% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
Inscriptions (3/3)
| 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 111 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 122 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Spell / Master of bones | 1.50 |
| 4/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Spell / Master necromancer | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Spikes of Decrepitude |
| talent | Reaping |
| talent | Aura of Undeath |
| talent | Defensive Posture |
| talent | Suffer For Me |
| talent | Chant of Fortress |
| talent | Hiemal Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by vampire. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
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. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 228. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Oakhash (10 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +10 (+4 eff.) Changes resistances: +3% light Changes damage: +3% nature Disarm immunity: +10% Life regen: +1.00 Healing mod.: +11% A pair of boots made of leather. |
| Light source | void-walker's brass lantern of illusionPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes resistances: +6% cold / +6% temporal Physical save: +11 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+4 eff.) Light radius: +3 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% 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. |
| On head | linen wizard hat 'Mayodata' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Changes resistances: +16% lightning / +3% nature / +6% acid Changes damage: +11% lightning / +9% acid Pinning immunity: +20% Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
| Tool | ash wand of clairvoyance 'Adymivea' [power 10] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +3 Dex / +1 Con Changes resistances: +6% blight / +9% light Disease immunity: +10% Silence immunity: +20% Stamina each turn: +3.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 81 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | solipsist's gold ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +5 Cun / +6 Wil Spellpower: +6 (+1 eff.) Mindpower: +16 (+6 eff.) Rings make your fingers look great! |
| On fingers | gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +7 Defense: +10 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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! |
| Around waist | noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Pyreedge (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Physical crit. chance: +6.0% Physical power: +8 (+3 eff.) Defense: +20 (+7 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 31 Damage when hit (Melee): 2 fire Changes resistances penetration: +10% blight Changes damage: +25% temporal Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +27 (+6 eff.) Spell crit. chance: +16% Damage Shield penetration: +26% Damage Shield Power: +11% Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Splendourrazor' (0 def, 8 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Damage (Melee): 10 physical Changes stats: +8 Cun Changes resistances: +6% light Changes damage: +6% acid / +5% physical Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dreamer's silk robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +11% blight / +14% darkness / +13% mind / +13% all Physical save: +14 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +25 (+9 eff.) Life regen: +1.50 Maximum life: +55.00 Healing mod.: +18% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Moldworth' (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Damage when hit (Melee): 4 nature / 4 darkness Changes resistances: +12% darkness / +10% cold Changes resistances penetration: +15% temporal Changes damage: +12% nature / +12% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Shimmersun the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +12 Mag Changes damage: +5% acid / +5% fire / +5% cold / +23% lightning Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Olynik the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Dex / +1 Mag / +3 Con Changes resistances: +18% temporal Changes resistances penetration: +15% blight Spell save: +3 (+1 eff.) Pinning immunity: +20% Knockback immunity: +22% Amulets make your neck look great! |
ToledigInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% nature / +7% blight Changes damage: +9% acid Poison immunity: +12% Disease immunity: +14% Silence immunity: +20% Maximum life: +100.00 Healing mod.: +20% Rings make your fingers look great! |
titan's stralite ring of powerPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +5 Con Physical save: +10 (+3 eff.) Spellpower: +8 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Rainfist (30-44 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.5 - 44.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 51% Damage (Melee): +8 arcane / +16 nature Damage (radius 1) on hit: +12 nature When wielded/worn: Changes resistances penetration: +10% cold Changes damage: +18% nature / +21% cold Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.blooming pulsing mindstar of balance (12-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +1.10 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +27 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.gifted thorny mindstar of flames (9-10 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 fire Changes resistances: +7% fire Changes resistances penetration: +7% fire Changes damage: +9% fire Talent granted: +1 Attune Mindstar Mindpower: +10 (+4 eff.) Mental crit. chance: +3% Global speed: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.wrathful pulsing mindstar (14-15 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +5.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.bloodlich's elven-wood vilestaff of channeling (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Mag / +5 Cun / +4 Con Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +14.00% Mana each turn: +0.29 N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Maximum vim: +30.00 Maximum neg.energy: +30.00 Spellpower: +26 (+6 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Galepall' (10-12 power, 2 apr, light element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +5 (+2 eff.) Changes damage: +3% lightning / +10% light / +18% mind Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elven-wood vilestaff of greater warding (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Maximum wards: +3 darkness Changes damage: +25% darkness Talents granted: +2 Ward +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent yew starstaff of greater warding (24-29 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +9 (+3 eff.) Maximum wards: +3 physical Changes damage: +24% physical Talents granted: +2 Ward +1 Command Staff Spellpower: +11 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering elven-wood vilestaff of invocation (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +52.00 Spellpower: +19 (+4 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 61.85 to 74.22 fire damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of power (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
EmelaminaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% acid / +6% fire / +6% nature Reduces incoming crit damage: 5.00% Confusion immunity: +10% Maximum life: +31.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Lisiriwe Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Wil / +1 Cun / +2 Con Changes resistances: +14% acid / +14% fire / +13% lightning / +14% cold Reduces incoming crit damage: 10.00% Maximum life: +49.00 Infravision radius: +3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Neira's Memory Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 361, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Vorasenn the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +5% acid Physical save: +6 (+2 eff.) Life regen: +0.70 Stamina each turn: +1.00 Healing mod.: +12% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.insulating hardened leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag / +5 Wil Changes resistances: +7% fire / +7% cold Spell crit. chance: +4% A belt that goes around your waist. |
Nerona the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Cun / +2 Con Changes resistances: +2% physical Changes damage: +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.dispeller's silk robe of blight (+6%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +6% lightning / +8% darkness / +7% light / +32% blight / +7% fire / +6% cold / +13% all Changes damage: +22% blight Physical save: +12 (+4 eff.) Spell save: +21 (+7 eff.) Mental save: +14 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Olodenik' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Damage when hit (Melee): 4 mind Changes resistances: +18% cold / +6% mind / +7% all Changes damage: +3% mind / +12% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe of darkness (+24%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +24% darkness / +13% all Changes damage: +16% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +6% lightning / +7% cold / +13% all Changes damage: +8% lightning / +13% physical / +12% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +25 Physical save: +6 (+2 eff.) Movement speed: +25% A pair of boots made of leather. |
Radianceblow (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 light Changes stats: +3 Cun / +2 Dex Changes resistances: +3% acid / +3% cold / +6% temporal / +3% lightning Changes resistances penetration: +5% light A cap made of leather. |
linen wizard hat of nature (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% nature Changes damage: +11% nature A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.nimble reinforced leather armour (14 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +14 (+5 eff.) Fatigue: +8% Changes stats: +4 Dex Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel shield of shrapnel (0 def, 6 armour, 83.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 3 acid On shield block: * Cause enemies within radius 6 to bleed for 162 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.dwarven-steel shield of cold resistance (+20%) (0 def, 6 armour, 76.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +20% cold Talent granted: +1 Block Handheld deflection devices. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
194 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. |
2 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. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Sleetkill the iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +1 Str / +1 Mag / +1 Con Changes resistances penetration: +5% cold Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
8 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 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp of the zealotInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+2 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Light radius: +3 Healing mod.: +11% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 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. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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) Activation costs 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. |
This item will automatically be transmogrified when you leave the level.stralite torque of clear mind [power 3] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of healing 'Scorchidol' [power 326] (19 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 31 Changes resistances: +3% blight / +12% fire Changes resistances penetration: +10% blight It can be used to heal yourself and all friendly characters within 10 spaces for 326 Activation puts all charms on cooldown for 19 turns. When used: * Increase all damage by 19% for 2 turns. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
9 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. |
2 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. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Evil Duck the Shalore Necromancer level 22
9th Regrowth 123rd year of Ascendancy at 12:26 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Evil Duck the Shalore Necromancer level 21
70th Haze 122nd year of Ascendancy at 09:26 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Evil Duck the Shalore Necromancer level 19
48th Dusk 122nd year of Ascendancy at 20:48 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Evil Duck the Shalore Necromancer level 22
6th Allure 123rd year of Ascendancy at 21:00 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Evil Duck the Shalore Necromancer level 19
40th Dusk 122nd year of Ascendancy at 20:24 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Evil Duck the Shalore Necromancer level 10
3rd Flare 122nd year of Ascendancy at 22:03 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Evil Duck the Shalore Necromancer level 20
47th Haze 122nd year of Ascendancy at 14:21 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Evil Duck the Shalore Necromancer level 19
48th Dusk 122nd year of Ascendancy at 21:45 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Evil Duck the Shalore Necromancer level 20
48th Haze 122nd year of Ascendancy at 04:31 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Evil Duck the Shalore Necromancer level 1
74th Pyre 122nd year of Ascendancy at 16:05 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Evil Duck the Shalore Necromancer level 11
5th Flare 122nd year of Ascendancy at 18:17 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Evil Duck the Shalore Necromancer level 21
71st Haze 122nd year of Ascendancy at 02:21 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Evil Duck the Shalore Necromancer level 21
1st Wintertide 123rd year of Ascendancy at 10:17 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Evil Duck the Shalore Necromancer level 25
23rd Regrowth 123rd year of Ascendancy at 08:03 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Evil Duck the Shalore Necromancer level 18
39th Dusk 122nd year of Ascendancy at 15:44 see stats
Log
Talent Lord of Skulls is ready to use.
Your summoned ghoul disappears.
Talent Call of the Crypt is ready to use.
The shield around eternal bone giant crumbles.
Skeleton master archer drops its additional bones.
Eternal bone giant drops its additional bones.
Your hiemal shield regenerates to full!
Talent Torture Souls is ready to use.
Lore found: necromancer poem
You can read all your collected lore in the game menu, by pressing Escape.
Evil Duck picks up (D.): acidic dwarven-steel shield of shrapnel (0 def, 6 armour, 83.5 block).
Resting starts...
Rested for 22 turns (stop reason: all resources and life at maximum).
Evil Duck casts Lord of Skulls.
Armoured skeleton warrior becomes the Lord of Skulls!
Lord of Skulls (warrior) receives 619 healing.
Talent Lord of Skulls is ready to use.
Saving game...
Saving done.










































































































