











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Improved Combat Text v2 1.5.10Description 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: Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This 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 Items Vault 1.5.0Donators/Buyers bonus! Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 32 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by orc elite fighter at level 32 on the 21st Dusk 123rd year of Ascendancy at 09:43 / 1 |
Primary Stats
| Strength | 70 (base 60) |
| Dexterity | 29 (base 15) |
| Constitution | 52 (base 40) |
| Magic | 44 (base 33) |
| Willpower | 30 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | -56/1097 |
| Psi | 120/120 |
| Stamina | 89/213 |
| Equilibrium | 0 |
| Healing Factor | 1.2837837837836 |
| Regeneration | 5.99212111846 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 0 |
| Infravision | 6 |
| See Stealth | 39.051968732286 |
| See Invisible | 55.051968732286 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 54 |
| Crit Chance | 14% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 17.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Light | +6% |
| Darkness | +46% |
| Physical | +8% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Acid | +15% |
| Light | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 73.205214988752 (30%) |
| Defense | 45 |
| Ranged Defense | 55 |
| Fatigue | 31 |
| Physical Save | 58 |
| Spell Save | 49 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 32%( 80%) |
| Blight | + 40%( 70%) |
| Arcane | + 19%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 35%( 70%) |
| Physical | + 24%( 75%) |
| Fire | + 50%( 70%) |
| Darkness | + 64%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 25% |
| Knockback Resistance | 57% |
| Confusion Resistance | 26% |
| Stun Resistance | 89% |
| Disarm Resistance | 50% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 9 turns. While Heroism is active, you will only die when reaching -261 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 354 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 530% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield Wall |
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'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 gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +1. | done |
You failed to protect the injured seer from death by armoured skeleton warrior. Escort: injured seer (level 4 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by hornet swarm. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by forest wight. Escort: repented thief (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You failed to protect the worried loremaster from death by giant crystal rat. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 288. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. * You've found the needed hummerhorn wing. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | active |
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 | undeterred pair of hardened leather boots of uncanny dodging (6 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +6 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +3% Silence- +25% Confus- +26% Stun/Frz- +32% A pair of boots made of leather. |
| Quiver | plaguebringer's quiver of yew arrows (21/21, 30.5-42.7 power, 10 apr)3.0 T3 arrow ammo [Ego+] Arcane Power 30.5 - 42.7 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 21 Ranged+ +12 blight On Hit: 10% Epidemic 3 On Hit: * 17% chance to disease Arrows are used with bows to pierce your foes to death. |
| Light source | Dazzlebright1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light +15% darkness Res.pen +5% darkness +5% light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% darkness +9% light Mind.save +8 (+4 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Voruthra (9 def, 14 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Armour +14 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +4% Resists +6% lightning +6% fire Phys.save +12 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | Chalorab [power 48] (16/27 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +3 Dex +6 Wil ----- def ----- Armour +6 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +12% temporal ---------- misc See.Invis +9 Talents +3 Telekinetic Blast Teleport randomly (rad 48) Puts all charms on 27 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's gold ring of darkness (+22%)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +6 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings can have magical properties. |
| On fingers | titan's steel ring of fire (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Phys.save +6 (+2 eff.) Rings can have magical properties. |
| Around neck | Vorytha0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid ----- def ----- Resists +15% fire +6% light +5% arcane Spell.save +6 (+2 eff.) Blind- +20% ---------- misc Infravis +2 Sight +2 See.Invis +7 Amulets can have magical properties. |
| In main hand | Eremarorain (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +14 insidious poison +9 nature On Hit.r1 +4 physical On Crit.r2 +4 physical On Hit: * 25% chance to remove a magical effect While equipped: Stats +2 Con dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +2 Defense +11 (+4 eff.) Disarm- +50% ---------- misc Stam/turn +0.80 One-handed war axes. |
| Around waist | Zemahor1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +3% physical ----- def ----- Armour +8 Phys.save +30 (+8 eff.) Max.HP +53.00 A belt that goes around your waist. |
| In off hand | reinforced stralite shield of patience (10 def, 9 armour, 48.5-58.2 power, 179 block)7.0 T4 shield armor [Ego+] Arcane/Master When used to Attack: Power 48.5 - 58.2 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +179 Melee+ +14 temporal While equipped: dps ---------- Melee Ret 14 temporal ----- def ----- Armour +9 Defense +10 (+4 eff.) Rng.Def +10 (+4 eff.) Fatigue +14% Resists +12% temporal ---------- misc Talents +4 Block Time Shield: (Instant) Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (248) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Cloak | cashmere cloak 'Mayynn' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +3 Dex +3 Wil +4 Cun +1 Con dps ---------- Mind.crit +4% Acc +6 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +9% light +6% fire Spell.save +20 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bindings of Eternal Night (12 def, 12 armour)6.0 T3 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+4 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. |
Inventory
heroism infusion (+4 for 8 turns, die at -130)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 4 for 8 turns. While Heroism is active, you will only die when reaching -130 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion (heal 219 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 219 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion (rad 6; power 21; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 22%; cure magical)0.1 T1 infusion scroll [Normal] 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 cure yourself of one random magical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion (resist 22%; cure magical)0.1 T1 infusion scroll [Normal] 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 cure yourself of one random magical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion (resist 18%; cure mental)0.1 T1 infusion scroll [Normal] 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 cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 22%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
acid wave rune (166 acid damage; disarm 5 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 166.25 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 8; power 19; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets can have magical properties. |
warrior's gold amulet of perfection (0.16 Technique / Shield defense,0.16 Technique / Combat veteran)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.40 Masteries +0.16 Technique/Shield defense +0.16 Technique/Combat veteran Amulets can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. This item has been sent to the Item's Vault. |
conjurer's stralite ring of blinding strikes0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +6 Wil +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 31 light Ranged+ 32 light On Hit (Melee): * 18% chance to blind On Hit (Ranged): * 18% chance to blind Rings can have magical properties. |
copper ring 'Earotosus'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +11% lightning +12% mind Res.pen +10% mind ----- def ----- Resists +22% lightning Mind.save +20 (+10 eff.) Heal/summ +20 Rings can have magical properties. |
marksman's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% light Acc +8 (+2 eff.) ----- def ----- Resists +24% light Rings can have magical properties. |
steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr)3.0 T3 battleaxe 2H weapon [Unique] Master Power 52.0 - 78.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
quick steel battleaxe of evisceration (23.5-35.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Master Power 23.5 - 35.3 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 111% On Crit: * wounds the target for 7 turns: 13 bleeding, 51% reduced healing While equipped: Stats +3 Dex dps ---------- Phys.crit +10.0% Phys.pwr +10 (+1 eff.) Acc +10 (+3 eff.) Massive two-handed battleaxes. |
Corpsebow4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Ranged+ 20 blight Dmg.mod +40% blight On Hit (Ranged): * 40% chance to disease ----- def ----- Disease- +50% Cyst Burst: Level 5.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Make your target's diseases burst, doing 27.28 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Everpyre Blade (38-53.2 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +18.0% Atk.spd 100% Dmg.conv 50% fire While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire Fire Breath: Level 2.0 Pwr.cost 23 out of 25/25. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 223.55 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
truestriking steel longsword of phasing (15.5-21.7 power, 10 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane/Master Power 15.5 - 21.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +3.0% Atk.spd 100% Phasing +25% While equipped: dps ---------- Res.pen +8% physical Acc +7 (+2 eff.) Apr +6 Sharp, long, and deadly. |
dreamer's pulsing mindstar of sand (12.5-13.75 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic This natural sand should be returned to the wyrm. This psionic mindstar dreams of an epiphany. Power 12.5 - 13.8 Mind Uses 45% Wil, 50% Mag, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +8% physical Res.pen +7% physical Melee Ret 10 physical ----- def ----- Resists +11% mind +7% physical Mind.save +7 (+4 eff.) ---------- misc Max.psi +18.00 Burrow: Puts all charms on 27 cooldown Level 1.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 15 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar of balance (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 Mind Uses 40% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +5% nature ----- def ----- Resists +4% blight Phys.save +4 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +3 (+2 eff.) Disease- +10% ---------- misc Equi/ret +0.90 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. |
Falehell (25-30 power, 4 apr, light element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str +2 Dex +3 Mag +1 Cun +3 Con dps ---------- Phys.crit +9.0% Spell.crit +3% Crit.mult +17.00% Spell.pwr +18 (+4 eff.) Melee+ 25 arcane Dmg.mod +25% light Acc +6 (+2 eff.) ---------- misc Vim/s.crit +5.00 Max.mana +31.00 Max.vim +23.00 Max.N.En +25.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
glacial dwarven-steel waraxe of evisceration (21.5-30.1 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 21.5 - 30.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +11 ice On Crit: * wounds the target for 7 turns: 13 bleeding, 51% reduced healing While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+0 eff.) Res.pen +8% cold ----- def ----- Armour +9 One-handed war axes. |
stralite waraxe of projection (31.5-44.1 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Psionic Power 31.5 - 44.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) One-handed war axes. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Wil +2 Mag ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: Stats +6 Wil +4 Mag ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.13 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dourpiercer (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +9% fire ----- def ----- Armour +3 Defense +5 (+2 eff.) Rng.Def +5 (+2 eff.) Fatigue +3% Resists +20% darkness A pair of boots made of leather. |
pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +2 Wil +3 Mag ----- def ----- Armour +3 Fatigue +3% Blink to a nearby random location (rad 8) Puts all charms on 23 cooldown A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +15 (+4 eff.) Mind.save +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Bagoleg' (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 9 fire Dmg.mod +5% fire ----- def ----- Armour +2 Resists +12% blight +6% fire +5% arcane +6% acid Spell.save +42 (+13 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Cun 25 [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 54 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Hettadas the Darkwreath (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Mind.crit +8% Mind.pwr +7 (+4 eff.) Dmg.mod +19% cold +14% darkness +17% physical ----- def ----- Defense +3 (+1 eff.) Resists +28% cold +18% darkness +14% physical Mind.save +11 (+6 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.12 Max.hate +10.00 A pointy cloth hat, very wizardly... |
cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
nimble hardened leather armour of the hero (8 def, 6 armour)9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +5 Str +8 Dex +4 Mag +4 Wil +4 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Max.HP +41.00 A suit of armour made of leather. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+4 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Wrathroot's Barkwood (9 def, 10 armour, 25.5-35.7 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 25.5 - 35.7 Physical Uses 50% Mag, 150% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
corrosive dwarven-steel shield of patience (8 def, 2 armour, 30-36 power, 82.5 block)7.0 T3 shield armor [Ego++] Arcane When used to Attack: Power 30.0 - 36.0 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +82 Melee+ +13 acid +12 temporal While equipped: Stats +3 Con dps ---------- Melee Ret 14 temporal On Melee Ret: * 12% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +10% acid +12% temporal ---------- misc Talents +3 Block Time Shield: (Instant) Puts all charms on 27 cooldown Level 5.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (300) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
warded dwarven-steel shield of radiance (8 def, 2 armour, 30.5-36.6 power, 78.5 block)7.0 T3 shield armor [Ego++] Arcane When used to Attack: Power 30.5 - 36.6 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +78 Melee+ +12 light On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +4 Con +3 Mag dps ---------- On Melee Ret: * 19% chance to blind ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +15% light ---------- misc Wards +2 lightning +2 temporal +3 blight +2 fire +1 cold Talents +3 Block +1 Ward Handheld deflection devices. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Ravensmash the dwarven-steel pickaxe (dig speed 12 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str +1 Dex dps ---------- Phys.pwr +3 (+0 eff.) Mov.spd +10% Dmg.mod +3% darkness +6% nature +6% mind ----- def ----- Resists +12% mind +5% fire +11% nature +6% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 72 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (84 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 182 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'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. |
hateful pouch of stralite shots (19/19, 44.5-53.4 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Psionic Power 44.5 - 53.4 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 19 Ranged+ +9 darkness Against +9% Living Shots are used with slings to pummel your foes to death. |
Achievements
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Bulwark the Cornac Bulwark level 21
17th Regrowth 123rd year of Ascendancy at 02:58 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Bulwark the Cornac Bulwark level 17
32nd Haze 122nd year of Ascendancy at 19:48 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bulwark the Cornac Bulwark level 26
69th Regrowth 123rd year of Ascendancy at 00:43 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Bulwark the Cornac Bulwark level 29
23rd Pyre 123rd year of Ascendancy at 14:35 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bulwark the Cornac Bulwark level 19
39th Haze 122nd year of Ascendancy at 22:09 see stats
Level 10 (Roguelike)
Got a character to level 10.By Bulwark the Cornac Bulwark level 10
14th Dusk 122nd year of Ascendancy at 13:29 see stats
Level 20 (Roguelike)
Got a character to level 20.By Bulwark the Cornac Bulwark level 20
46th Haze 122nd year of Ascendancy at 03:56 see stats
Level 30 (Roguelike)
Got a character to level 30.By Bulwark the Cornac Bulwark level 30
55th Pyre 123rd year of Ascendancy at 14:59 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Bulwark the Cornac Bulwark level 16
5th Haze 122nd year of Ascendancy at 17:26 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Bulwark the Cornac Bulwark level 29
12nd Pyre 123rd year of Ascendancy at 06:13 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Bulwark the Cornac Bulwark level 7
79th Pyre 122nd year of Ascendancy at 09:59 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Bulwark the Cornac Bulwark level 15
72nd Dusk 122nd year of Ascendancy at 22:05 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Bulwark the Cornac Bulwark level 20
72nd Haze 122nd year of Ascendancy at 10:19 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Bulwark the Cornac Bulwark level 28
10th Pyre 123rd year of Ascendancy at 12:15 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Bulwark the Cornac Bulwark level 18
36th Haze 122nd year of Ascendancy at 03:43 see stats
Log
Bulwark has finished recovering.
Bulwark hits Orc elite fighter for 64 physical, 2 nature, 7 nature, 3 physical, 11 darkness, 11 temporal (97 total damage).
Insidious Poison from Bulwark hits Orc elite fighter for 2 nature damage.
Orc elite fighter hits Bulwark for 69 physical damage.
Orc elite fighter performs a melee critical strike against Bulwark!
Bulwark shrugs off the effect 'Cripple'!
Talent Repulsion is ready to use.
Insidious Poison from Bulwark hits Orc elite fighter for 2 nature damage.
Bulwark hits Orc elite fighter for 11 darkness, 11 temporal (22 total damage).
Orc elite fighter hits Bulwark for 125 physical damage.
Bulwark hits Orc elite fighter for 55 physical, 1 nature, 6 nature, 3 physical (65 total damage).
Orc elite fighter feels pain again.
Talent Shield Pummel is ready to use.
Insidious Poison from Bulwark hits Orc elite fighter for 1 nature damage.
Bulwark hits Orc elite fighter for 12 darkness, 12 temporal (24 total damage).
Orc elite fighter hits Bulwark for 81 physical damage.
Bulwark is too disconnected from Nature to use Infusion: Regeneration.
Bulwark's Rune: Phase Door has been disrupted by anti-magic forces!
Orc elite fighter uses Overpower.
Bulwark resists the knockback!
Insidious Poison from Bulwark hits Orc elite fighter for 2 nature damage.
Bulwark hits Orc elite fighter for 15 darkness, 14 temporal, 15 darkness, 14 temporal, 15 darkness, 14 temporal (86 total damage).
Orc elite fighter hits Bulwark for 113 physical, 59 physical, 68 physical (240 total damage).
Bulwark deactivates Last Stand.
Bulwark's Rune: Phase Door has been disrupted by anti-magic forces!
Orc elite fighter roars triumphantly.
Saving game...




















































































