
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines 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: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 48 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Lord of Skulls (warrior) at level 21 on the 20th Regrowth 123rd year of Ascendancy at 05:41 0 / 10Killed by ghast at level 21 on the 20th Regrowth 123rd year of Ascendancy at 07:07 Killed by Greater Mummy Lord at level 24 on the 61st Regrowth 123rd year of Ascendancy at 01:25 Killed by Velemina the bone giant at level 27 on the 76th Pyre 123rd year of Ascendancy at 03:26 Killed by ritch flamespitter at level 29 on the 19th Haze 123rd year of Ascendancy at 20:32 Killed by Xanigann the slimy ooze at level 34 on the 10th Decay 123rd year of Ascendancy at 23:21 Killed by Xyrivena the gelatinous cube at level 34 on the 1st Wintertide 124th year of Ascendancy at 00:12 Killed by Luvi at level 34 on the 1st Wintertide 124th year of Ascendancy at 01:04 Killed by Vor, Grand Geomancer of the Pride at level 48 on the 48th Haze 124th year of Ascendancy at 00:23 Killed by lava floor at level 48 on the 49th Haze 124th year of Ascendancy at 05:33 |
Primary Stats
| Strength | 21 (base 15) |
| Dexterity | 25 (base 14) |
| Constitution | 67 (base 51) |
| Magic | 124 (base 60) |
| Willpower | 50 (base 16) |
| Cunning | 77 (base 60) |
Resources
| Life | -737/809 |
| Mana | 421/629 |
| Soul | 12/16 |
| Healing Factor | 1.3635014349578 |
| Regeneration | 0.34087535873944 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 40.391578486422 |
| See Invisible | 51.391578486422 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, undead |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 25 |
| Crit Chance | 25% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 88 |
| Crit Chance | 70% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Lightning | +10% |
| Darkness | +38% |
| Cold | +9% |
| Blight | +6% |
| Arcane | +5% |
| Fire | +13% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Mind | +15% |
| Darkness | 0% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 67 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 62%( 70%) |
| Arcane | + 63%( 70%) |
| Cold | + 70%( 70%) |
| All | + 50%( 70%) |
| Darkness | + 67%( 70%) |
| Light | + 62%( 70%) |
| Temporal | + 53%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 67%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 34% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 387 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 119 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 294 damage for 5 turns. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Spell / Death | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Undead / Lich | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You failed to protect the worried loremaster from death by giant netherworm. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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. * You have ascended to 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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 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: 574. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. 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 were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * 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. * Find a Resonating Diamond. | active |
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 | wanderer's pair of hardened leather boots of force (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master/Psionic While equipped: Stats +3 Cun +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Phys.save +14 (+4 eff.) Mind.save +13 (+3 eff.) A pair of boots made of leather. |
| Light source | ethereal alchemist's lamp of the moons0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +8% darkness ----- def ----- Resists +10% light Affinity +5% darkness ---------- misc Light +6 Infravis +2 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 316.79 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Velavena (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Nature While equipped: Stats +5 Str +3 Mag +3 Con dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +13% fire ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +6% temporal +5% light +24% fire +6% nature +6% acid +5% blight +3% cold +5% darkness ---------- misc Mana/turn +0.18 A pointy cloth hat, very wizardly... |
| Tool | stralite torque of clear mind [power 3] (4/25 cooldown)2.0 T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | marksman's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% lightning Acc +6 (+3 eff.) ----- def ----- Resists +20% lightning Rings make your fingers look great! |
| Around waist | reinforced hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +7 Mag +4 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +8 Defense +8 (+4 eff.) Phys.save +15 (+5 eff.) A belt that goes around your waist. |
| In main hand | Narin the Hazeserpent (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.crit +16% Crit.mult +26.00% Spell.pwr +36 (+7 eff.) Melee+ 20 fire Dmg.mod +9% cold +30% darkness +9% mind Res.pen +15% mind ----- def ----- Resists +12% cold ---------- misc Mana/turn +0.38 See.Invis +11 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming drakeskin leather gloves of spellstriking (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +8% Spell.pwr +13 (+2 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +3 Resists +6% arcane ---------- misc Mana/turn +0.21 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 | silk robe 'Chidradar' (5 def, 4 armour)2.0 T4 cloth armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +13 (+2 eff.) S.pwr/crit +2 Dmg.mod +6% blight Res.pen +20% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Armour +4 Defense +5 (+3 eff.) Resists +10% lightning +10% darkness +10% cold +19% blight +10% fire +10% light +13% all Phys.save +37 (+11 eff.) Spell.save +21 (+6 eff.) Mind.save +15 (+4 eff.) Silence- +34% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | murderer's cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Dex +4 Mag +4 Wil +2 Cun dps ---------- Spell.crit +6% Acc +5 (+3 eff.) Apr +5 ----- def ----- Defense +2 (+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 | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 24 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
gold Windborne Azurite ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +8 Dex +5 Mag +8 Cun dps ---------- Mov.spd +15% Melee+ 21 light Ranged+ 19 light Dmg.mod +16% light +20% lightning ----- def ----- Ignore.dmg +8% Affinity +20% lightning Rings make your fingers look great! |
infernal elven-wood vilestaff of fate (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +19.00% Spell.pwr +17 (+3 eff.) Melee+ 26 fire Dmg.mod +25% darkness ----- def ----- Phys.save +6 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +9 (+2 eff.) ---------- misc See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
The Gaping Maw (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 60 [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Champion's Will (67-107 power, 22 apr)3.0 T5 greatsword 2H weapon Reqs Str 35 [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 115% Str Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 88 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 45% Dex, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
mage-hunter's elven-wood longbow of enduring4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego++] Nature/Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +25 Wil +6 Cun +12 Con dps ---------- Mind.pwr +15 (+5 eff.) On Hit (Ranged): * 15 arcane resource burn ----- def ----- Max.HP +27.00 ---------- misc Masteries +0.30 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
Layilralema (22/22, 60-85 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Random Unique] Arcane/Master Power 60.5 - 84.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +23 Apr +14 Crit +2.5% Capacity 22 Ranged+ +8 acid +8 arcane On Hit.r1 +12 arcane +20 acid On Crit.r2 +12 acid On Hit: * Create an explosion dealing 171 cold damage (1/turn) Arrows are used with bows to pierce your foes to death. |
Zuhor the Quenchjeer (21/21, 56-67 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Rare] Master Power 56.0 - 67.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Ranged+ +20 mind +20 cold On Hit.r1 +8 mind +12 cold On Crit.r2 +20 cold Shots are used with slings to pummel your foes to death. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+6 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -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. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+6 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+5 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+8 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +30 (+6 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +15% all Spell.save +25 (+7 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +10 Defense +10 (+5 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
reinforced hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +3 Dex +5 Cun +8 Lck ----- def ----- Armour +8 Defense +7 (+4 eff.) Phys.save +15 (+5 eff.) Stealth +8 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 44 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+6 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 14.17 mind and 17.94 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 15% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 15. Terrified: Deals 3.27 mind and 4.14 darkness damage per turn and increases cooldowns by 24%. Haunted: Causes the target to suffer 5.66 mind and 7.17 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
dwarven-steel pickaxe of delving (dig speed 30 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str +2 Con ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Luvi the Higher Necromancer level 32
49th Haze 123rd year of Ascendancy at 00:23 see stats
Against all odds
Killed Ukruk in the ambush.By Luvi the Higher Necromancer level 32
42nd Haze 123rd year of Ascendancy at 03:24 see stats
Arachnophobia
Destroyed the spydric menace.By Luvi the Lich Necromancer level 39
8th Flare 124th year of Ascendancy at 01:18 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 Luvi the Lich Necromancer level 45
41st Haze 124th year of Ascendancy at 10:48 see stats
Brave new world
Went to the Far East and took part in the war.By Luvi the Lich Necromancer level 39
3rd Flare 124th year of Ascendancy at 02:38 see stats
Bringer of Doom
Killed a Bringer of Doom.By Luvi the Higher Necromancer level 31
40th Haze 123rd year of Ascendancy at 01:08 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Luvi the Lich Necromancer level 36
40th Pyre 124th year of Ascendancy at 21:49 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Luvi the Higher Necromancer level 15
56th Haze 122nd year of Ascendancy at 22:40 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Luvi the Higher Necromancer level 33
63rd Haze 123rd year of Ascendancy at 20:13 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Luvi the Lich Necromancer level 37
62nd Pyre 124th year of Ascendancy at 20:01 see stats
Exterminator
Killed 1000 creatures.By Luvi the Higher Necromancer level 18
11st Regrowth 123rd year of Ascendancy at 23:06 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Luvi the Higher Necromancer level 24
78th Regrowth 123rd year of Ascendancy at 23:10 see stats
Fear me not!
Survived the Fearscape!By Luvi the Higher Necromancer level 31
39th Haze 123rd year of Ascendancy at 12:48 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Luvi the Lich Necromancer level 44
23rd Haze 124th year of Ascendancy at 04:38 see stats
Got eggs?
Finish the Pikataclysm event.By Luvi the Higher Necromancer level 30
19th Haze 123rd year of Ascendancy at 22:17 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Luvi the Higher Necromancer level 26
27th Pyre 123rd year of Ascendancy at 13:21 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Luvi the Lich Necromancer level 46
41st Haze 124th year of Ascendancy at 18:35 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Luvi the Higher Necromancer level 30
23rd Haze 123rd year of Ascendancy at 10:37 see stats
Level 10
Got a character to level 10.By Luvi the Higher Necromancer level 10
25th Dusk 122nd year of Ascendancy at 00:40 see stats
Level 20
Got a character to level 20.By Luvi the Higher Necromancer level 20
15th Regrowth 123rd year of Ascendancy at 15:33 see stats
Level 30
Got a character to level 30.By Luvi the Higher Necromancer level 30
19th Haze 123rd year of Ascendancy at 22:16 see stats
Level 40
Got a character to level 40.By Luvi the Lich Necromancer level 40
69th Dusk 124th year of Ascendancy at 04:40 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Luvi the Lich Necromancer level 34
10th Decay 123rd year of Ascendancy at 23:21 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Luvi the Lich Necromancer level 35
1st Wintertide 124th year of Ascendancy at 18:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Luvi the Higher Necromancer level 22
36th Regrowth 123rd year of Ascendancy at 06:01 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Luvi the Higher Necromancer level 26
25th Pyre 123rd year of Ascendancy at 05:16 see stats
Size matters
Did over 600 damage in one attack.By Luvi the Higher Necromancer level 24
74th Regrowth 123rd year of Ascendancy at 22:16 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Luvi the Lich Necromancer level 38
1st Summertide 124th year of Ascendancy at 21:42 see stats
Slimefest
Have 100 walls on the sludgenest turn into hostile creatures.By Luvi the Higher Necromancer level 34
10th Decay 123rd year of Ascendancy at 23:18 see stats
That was close
Killed your target while having only 1 life left.By Luvi the Higher Necromancer level 5
77th Pyre 122nd year of Ascendancy at 07:47 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Luvi the Higher Necromancer level 26
27th Pyre 123rd year of Ascendancy at 14:03 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Luvi the Higher Necromancer level 16
3rd Allure 123rd year of Ascendancy at 14:28 see stats
The secret city
Discovered the truth about mages.By Luvi the Higher Necromancer level 24
73rd Regrowth 123rd year of Ascendancy at 23:45 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Luvi the Higher Necromancer level 16
3rd Allure 123rd year of Ascendancy at 07:20 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Luvi the Higher Necromancer level 26
26th Pyre 123rd year of Ascendancy at 06:16 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Luvi the Higher Necromancer level 19
14th Regrowth 123rd year of Ascendancy at 14:11 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Luvi the Higher Necromancer level 31
41st Haze 123rd year of Ascendancy at 02:50 see stats
Log
Luvi casts Rune: Blink.
Luvi is out of phase.
Luvi is on fire!
Something hits Luvi for 0 fire damage.
The fabric of time around Vor, Grand Geomancer of the Pride returns to normal.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (1 absorbed), 0 fire (0 total damage).
Talent Crepuscule is ready to use.
Luvi is no longer surging arcane power.
Burning from Vor, Grand Geomancer of the Pride hits Luvi for 0 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Luvi for 62 fire damage.
Spikes of Decrepitude hits Vor, Grand Geomancer of the Pride for (17 absorbed), 0 cold, (25 absorbed), 0 darkness (0 total damage).
Luvi casts Ghost Walk.
Luvi's form becomes intangible!
Vor, Grand Geomancer of the Pride uses Pride of the Orcs.
Vor, Grand Geomancer of the Pride receives 323 healing from Pride of the Orcs.
The protective shield of Vor, Grand Geomancer of the Pride disappears.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Vor, Grand Geomancer of the Pride's spell attains critical power!
Luvi resists the stun!
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (1 to time), 0 fire (0 total damage).
Thunderstorm hits Luvi for 18 lightning, 111 physical, 332 fire (461 total damage).
Vor, Grand Geomancer of the Pride casts a protective shield just in time!
Talent Born into Magic is ready to use.
Talent Invoke Darkness is ready to use.
Burning from Vor, Grand Geomancer of the Pride hits Luvi for 88 fire damage.
Spikes of Decrepitude hits Vor, Grand Geomancer of the Pride for (14 to time), 0 cold, (25 to time), 0 darkness (0 total damage).
Lava floor burns Luvi!
Lava floor hits Luvi for 45 fire damage.
Luvi the level 48 lich necromancer was toasted to death by a lava floor on level 3 of Vor Pride.





























































































































