










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/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 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 24 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Bethabeth the devourer at level 24 on the 20th Haze 122nd year of Ascendancy at 16:30 5 / 2Killed by Azil at level 24 on the 20th Haze 122nd year of Ascendancy at 16:34 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 36 (base 26) |
| Magic | 72 (base 48) |
| Willpower | 34 (base 13) |
| Cunning | 30 (base 22) |
Resources
| Life | 308/308 |
| Mana | 381/381 |
| Soul | 12/12 |
| Healing Factor | 1.1979202340232 |
| Regeneration | 2.6953205265523 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 14 |
| Lite | 11 |
| Infravision | 11 |
| See Stealth | 26.446758763835 |
| See Invisible | 32.446758763835 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 19 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Arcane | +36% |
| Cold | +42% |
| All | +0% |
| Darkness | +15% |
| Temporal | +13% |
| Physical | +14% |
| Fire | +20% |
| Lightning | +36% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +15% |
| Temporal | +15% |
| Physical | +5% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 34 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 12 |
| Physical Save | 43 |
| Spell Save | 43 |
| Mental Save | 42 |
Defense: Resistances
| Blight | 20%( 70%) |
| Arcane | 29%( 70%) |
| Cold | 37%( 70%) |
| All | 15%( 70%) |
| Lightning | 19%( 70%) |
| Temporal | 36%( 70%) |
| Physical | 16%( 70%) |
| Mind | 24%( 70%) |
| Darkness | 28%( 70%) |
| Nature | 31%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Stun Resistance | 52% |
| Blind Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| 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 434 damage for 6 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 68 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 12 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 211.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed pouch of luminous horror dust. The Brotherhood of Alchemists* &039;re smaller and easier to remove, but they&039;t poke yourself. Oh yes, and don&039; * &039;re creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.&WHITELIGHT_GREEN039;ve found the needed hummerhorn wing. * You&WHITESLATE039;Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.&WHITESLATE039;Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.&WHITELIGHT_GREEN039;ve found the needed chunk of ghoul flesh. * You& | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Unlightwisp the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +6 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 | Earorelar the dwarven-steel helm (15 def, 11 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +11 Defense +15 (+7 eff.) Fatigue +4% Resists +6% blight +9% nature +3% darkness Die.at -80.00 life Silence- +10% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Harafast the Blasttrial [power 2] (22 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +6% physical Res.pen +5% physical ----- def ----- Resists +2% physical Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 12% for 2 turns. 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel quartz ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +6 Mag +6 Wil dps ---------- Mind.crit +2% Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Armour +8 Defense +10 (+5 eff.) Resists +10% temporal Crit.dmg- 15.00% Phys.save +9 (+3 eff.) Stun/Frz- +30% Knockbk- +10% Rings make your fingers look great! |
| On fingers | copper citrine ring0.1 T1 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Mag +5 Wil +4 Cun dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +3% temporal Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane +9% temporal HP.reg +2.00 Stun/Frz- +22% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
| Around waist | Duathelbraze1.0 T1 belt armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Crit.mult +5.00% Spell.pwr +3 (+0 eff.) S.pwr/crit +4 Dmg.mod +9% darkness ----- def ----- Mind.save +5 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
| In main hand | Staff of Destruction (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Cold Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
| On hands | iron gauntlets &039; (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Dex +3 Mag +5 Con dps ---------- Dmg.mod +4% arcane Res.pen +15% light ----- def ----- Armour +1 Fatigue +1% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 See.Invis +6 Unarmed combat: Power 12.0 - 16.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +5 arcane On Crit.r2 +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Ragogrim (2 def, 2 armour)2.0 T2 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +10% lightning +8% physical +12% arcane +7% cold ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +5% lightning +12% darkness +5% arcane +6% cold +11% mind +9% all Phys.save +28 (+9 eff.) Spell.save +12 (+4 eff.) Mind.save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak &039; (1 def, 8 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +5 Con dps ---------- Dmg.mod +3% blight Phasing +10% ----- def ----- Armour +8 Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 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 | Emayanne the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +25 (+6 eff.) Res.pen +15% temporal ----- def ----- Phys.save +11 (+3 eff.) Spell.save +11 (+4 eff.) Mind.save +11 (+4 eff.) Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 121; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 121 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 209; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 184; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 568%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 568% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
teleportation rune of the warrior (range 64; cd 11)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Blindcrypt the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +25 (+12 eff.) Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +11% fire +12% cold Die.at -80.00 life Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
savior&0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +10 (+3 eff.) Spell.save +13 (+5 eff.) Mind.save +14 (+5 eff.) Amulets make your neck look great! |
steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str Amulets make your neck look great! |
Xarethra the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Mind.crit +2% Phys.pwr +7 (+3 eff.) Dmg.mod +11% fire ----- def ----- Resists +22% fire Max.HP +20.00 Disarm- +21% Pinning- +25% Knockbk- +29% ---------- misc Equi/ret +0.04 Hate/m.crit +3.00 Rings make your fingers look great! |
copper citrine ring0.1 T1 ring jewelry [Random Unique] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +19 (+9 eff.) Resists +5% arcane +3% light Die.at -20.00 life Max.HP +21.00 Poison- +10% Disarm- +23% Pinning- +23% Knockbk- +24% ---------- misc Light +4 Infravis +4 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% 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! |
copper citrine ring0.1 T1 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% light +11% physical Res.pen +15% arcane Acc +14 (+7 eff.) Apr +8 Melee Ret 6 light ----- def ----- Defense +7 (+3 eff.) Resists +11% physical ---------- misc Light +5 Infravis +4 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% 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! |
gladiator&0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Rings make your fingers look great! |
gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +38.00 Disarm- +20% Pinning- +29% Knockbk- +28% Rings make your fingers look great! |
mule&0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Blind- +23% ---------- misc Max.enc +20 Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
savior&0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+3 eff.) Rings make your fingers look great! |
wizard&0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Emille the dwarven-steel battleaxe (32-49 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +21 blight On Hit: 20% Epidemic 3 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 29 While equipped: dps ---------- Spell.crit +3% Dmg.mod +6% blight Res.pen +20% arcane +13% physical Acc +28 (+14 eff.) Apr +10 ----- def ----- Defense +10 (+5 eff.) Disease- +27% Disarm- +32% Massive two-handed battleaxes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
acidic steel dagger of massacre (20-26 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 Sharp, short and deadly. |
arcing dwarven-steel dagger of erosion (20-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Nature Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage Sharp, short and deadly. |
elemental voratun dagger of corruption (38-49 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Arcane Power 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 On Hit: * Create an explosion dealing 102 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +19% cold Res.pen +15% cold Sharp, short and deadly. |
flaming dwarven-steel dagger of daylight (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 light Against +9% Undead On Hit.r1 +8 fire Sharp, short and deadly. |
hateful dwarven-steel dagger (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Psionic Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +8% Living Sharp, short and deadly. |
dwarven-steel greatsword &039; (38-61 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Master Power 38.0 - 60.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.crit +16.0% Crit.mult +37.00% Res.pen +24% all Acc +20 (+10 eff.) Apr +37 ----- def ----- Die.at -80.00 life Massive two-handed swords. |
hateful steel greatsword of paradox (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Psionic Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 darkness +10 temporal Against +7% Living While equipped: ----- def ----- Resists +12% temporal Massive two-handed swords. |
steel greatsword of erosion (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 26.5 - 42.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature Massive two-handed swords. |
chilling dwarven-steel longsword of erosion (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Nature Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 nature +9 cold Sharp, long, and deadly. |
dwarven-steel longsword &039; (24-34 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) Melee Ret 6 mind ---------- misc Equi/ret +0.24 Hate/m.crit +2.00 Max.hate +6.00 Sharp, long, and deadly. |
chilling dwarven-steel mace (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 cold Blunt and deadly. |
steel mace &039; (12-16 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +7 Con +5 Wil dps ---------- Dmg.mod +21% blight Melee Ret 10 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Max.HP +37.00 Blunt and deadly. |
Cystbane the thorny mindstar (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +9% nature ----- def ----- Resists +12% nature Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +1.30 Max.psi +50.00 Light +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of life (10-11 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 10.0 - 11.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kor&5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 186.60 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (373). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Noonclamor the ash magestaff (17-20 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +11.00% Spell.pwr +8 (+2 eff.) Dmg.mod +17% physical Res.pen +15% acid Melee Ret 6 acid ---------- misc Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
earthen yew vilestaff of power (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +19 (+4 eff.) Dmg.mod +20% darkness ----- def ----- Armour +3 Hardiness +5% Phys.save +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking dwarven-steel waraxe (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +5 (+2 eff.) Apr +7 One-handed war axes. |
Xada the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Str +1 Wil ----- def ----- Defense +5 (+2 eff.) Resists +4% physical +7% light +6% darkness A belt that goes around your waist. |
Ivurilaith the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Con dps ---------- Phys.crit +2.0% ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +1% physical Die.at -60.00 life ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Acc +6 (+3 eff.) Apr +8 ----- def ----- Armour +2 Resists +8% blight Spell.save +11 (+4 eff.) Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +3.0% Atk.spd 100% On Hit: * 14% chance to slow global speed by 44% * 15% chance to reduce armor by 39% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aegis cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +5% temporal +4% light +5% fire +4% nature +4% acid +5% blight +4% cold +4% darkness Shield.pwr +7% HP.reg +2.30 A pointy cloth hat, very wizardly... |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Con dps ---------- Dmg.mod +9% arcane ----- def ----- Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
thaloren dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +7% cold Mind.save +7 (+3 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable dwarven-steel mail armour of implacability (3 def, 19 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master While equipped: ----- def ----- Armour +19 Defense +3 (+1 eff.) Fatigue +8% Phys.save +7 (+2 eff.) A suit of armour made of mail. |
hardened leather armour of the deep (9 def, 9 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +9 (+4 eff.) Fatigue +8% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% HP.reg +2.00 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
rejuvenating hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +20% acid HP.reg +3.20 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
12 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
371 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
soothing yew totem of summon tentacle [power 210] (22 cooldown)2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 481 Base Damage: 210 Armor: 10 All Resist: 16 Puts all charms on 22 cooldown 100% to heal for 41. Natural totems are made by powerful wilders to store nature power. |
powerful elm wand of shielding [power 122] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Azil the Higher Necromancer level 11
17th Dusk 122nd year of Ascendancy at 16:04 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Azil the Higher Necromancer level 10
10th Mirth 122nd year of Ascendancy at 17:42 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Azil the Higher Necromancer level 20
64th Dusk 122nd year of Ascendancy at 22:36 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Azil the Higher Necromancer level 19
55th Dusk 122nd year of Ascendancy at 13:35 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Azil the Higher Necromancer level 18
50th Dusk 122nd year of Ascendancy at 11:36 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Azil the Higher Necromancer level 9
10th Mirth 122nd year of Ascendancy at 06:19 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Azil the Higher Necromancer level 11
3rd Flare 122nd year of Ascendancy at 10:50 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Azil the Higher Necromancer level 11
4th Flare 122nd year of Ascendancy at 23:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Azil the Higher Necromancer level 16
42nd Dusk 122nd year of Ascendancy at 01:37 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Azil the Higher Necromancer level 24
20th Haze 122nd year of Ascendancy at 16:34 see stats
Log
Azil unleashes a blast of frostdusk as he crosses the veil!
Azil hits Something for 53 cold, 75 darkness (128 total damage).
Azil casts Rune: Blink.
Azil casts Ghost Walk.
Azil casts Rune: Blink.
Azil casts Rune: Blink.
Azil casts Ghost Walk.
You do not have line of sight.
Azil uses Track.
Bethabeth the devourer shrugs off Azil&039;Bane of Blindness&LASTTalent Wrath of the Highborn is ready to use.
Talent Invoke Darkness is ready to use.
Bleeding from Bethabeth the devourer hits Azil for 1 physical damage.
Azil casts Rune: Blink.
Azil casts Torture Souls.
Azil hits Something for 82 cold, 75 darkness (156 total damage).
Something hits Azil for 88 physical, 4 fire, 33 light (125 total damage).
Azil the level 24 higher necromancer was jerkied to death by Bethabeth the devourer on level 3 of Lake of Nur.
You have 5 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed Azil!
Saving game...
Azil unleashes a blast of frostdusk as he crosses the veil!
Ran for 2 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!











































































































