










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Better Item Description 1.7.4This 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 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:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. 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:
ZOmnibus Addon Pack 1.7.4Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Bulwark |
| Level / Exp | 21 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 15 on the 63rd Haze 122nd year of Ascendancy at 05:51 3 / 2Killed by Celia at level 19 on the 58th Regrowth 123rd year of Ascendancy at 08:34 |
Primary Stats
| Strength | 56 (base 33) |
| Dexterity | 37 (base 22) |
| Constitution | 55 (base 35) |
| Magic | 17 (base 10) |
| Willpower | 30 (base 16) |
| Cunning | 21 (base 19) |
Resources
| Life | 820/820 |
| Mana | 195/200 |
| Stamina | 5/172 |
| Vim | 120/180 |
| Healing Factor | 1.3049358927269 |
| Regeneration | 12.070657007724 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 41 |
| Crit Chance | 15% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Mind | +25% |
| Cold | +25% |
Defense: Base
| Armour (hardiness) | 94.55072717483 (72.903125182002%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 29 |
| Physical Save | 36 |
| Spell Save | 28 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 42%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 32%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 19%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 74% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 43% |
| Bleed Resistance | 100% |
| Disarm Resistance | 21% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 70% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 288 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 324 damage for 3 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Shield defense | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Daunting Presence |
| talent | Premonition |
| talent | Shield Wall |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The target is surrounded by a magical shield, absorbing 381/461 damage before it crumbles. Damage Shield |
| beneficial effect | Reduces all damage taken by 285. Blocking |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 22. Intimidated |
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. | active |
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 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 42. | 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'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * '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.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed chunk of ghoul flesh. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed giant spider spinneret. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | undeterred pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +3 Silence- +23% Confus- +20% Stun/Frz- +24% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Hailschism1.0 T3 lite [Rare] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +7 (+3 eff.) Res.pen +25% cold ----- def ----- Resists +18% cold ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Unroramas' (15 def, 15 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +15 Defense +15 (+5 eff.) Fatigue +3% Resists +6% acid Mind.save +12 (+6 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
| On hands | Glareraven the hardened leather gloves (20 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +12% physical Apr +1 ----- def ----- Armour +2 Defense +20 (+7 eff.) Phys.save +3 (+2 eff.) ---------- misc Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | ash totem of stinging [power 182] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +21.00 Disarm- +21% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| On fingers | savage's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Con +2 Mag dps ---------- Melee+ 13 light Ranged+ 12 light Dmg.mod +10% light ----- def ----- Spell.save +11 (+6 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
| Around neck | warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | Arynor the stralite waraxe (34-47 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Psionic Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +4 mind On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +25% mind ----- def ----- Armour +14 HP.reg +4.00 Silence- +20% One-handed war axes. |
| Around waist | insulating rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Resists +6% fire +6% cold ---------- misc Max.enc +21 A belt that goes around your waist. |
| In off hand | Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 120% Str Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. This item has been sent to the Item's Vault. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | radiant dwarven-steel mail armour of command (8 def, 12 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +12 Defense +8 (+3 eff.) Fatigue +12% Resists +10% blight +12% darkness Mind.save +13 (+6 eff.) ---------- misc Light +1 A suit of armour made of mail. |
Inventory
blink rune (range 4; phase 13; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; physical, darkness, blight, fire, mind, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 darkness, 5 blight, 3 fire, 4 mind, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 179; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 179.20 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 103; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 103.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Voltaic Pendant0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: dps ---------- Ranged+ 10 lightning ----- def ----- Stun/Frz- +10% Chain Lightning: Level 1.0 Pwr.cost 30 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes an arc of lightning doing 13.97 to 41.90 damage (27.94 average) and chaining to another target. The arc can jump to 4 targets at most, up to 10 grids apart, and will never jump to the same target twice, or to the caster. The arc will also strike all creatures between each target. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
clarifying steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% mind Confus- +26% Amulets make your neck look great! |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) Rings make your fingers look great! |
psionicist's steel ring of darkness (+26%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +13% darkness ----- def ----- Resists +26% darkness Mind.save +6 (+3 eff.) Rings make your fingers look great! |
mule's gold ring of fire (+26%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +13% fire ----- def ----- Fatigue -5% Resists +26% fire ---------- misc Max.enc +26 Rings make your fingers look great! |
rogue's gold ring of darkness (+24%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +10 (+3 eff.) Resists +24% darkness Rings make your fingers look great! |
Elowe the stralite ring0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +2 Con dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +15% acid Apr +4 ----- def ----- Armour +2 Defense +10 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +29% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
flaming dwarven-steel greatsword of amnesia (38-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Psionic Power 38.5 - 61.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +14 fire On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Massive two-handed swords. |
Astral Blade (20-28 power, 5 apr)3.0 T2 longsword 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +5.0% Atk.spd 100% Phasing +20% On Hit: 10% Manathrust 2 While equipped: Stats +4 Mag You could carefully tailor an enchantment along the lines of some sort of theme, or you could just fill it with raw magical power. This is the result of the latter method. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+4 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
stralite longsword 'Demonmonster' (34-48 power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Disrupt Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +20 acid On Hit.r1 +12 darkness While equipped: dps ---------- Res.pen +15% darkness ----- def ----- Resists +9% acid +11% lightning +11% cold +7% fire +6% all Spell.save +8 (+4 eff.) ---------- misc Max.stam +30.00 Sharp, long, and deadly. |
plaguebringer's dwarven-steel mace (29-41 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +13% Blunt and deadly. |
steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
stralite waraxe 'Heatparry' (43-60 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 physical While equipped: Stats +2 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% fire ----- def ----- Die.at -60.00 life One-handed war axes. |
dwarven-steel shield (0 def, 6 armour, 29-35 power, 80 block)7.0 T3 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Aratta the stralite shield (0 def, 23 armour, 42-50 power, 134.5 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 42.0 - 50.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +134 While equipped: dps ---------- Melee+ 12 lightning Melee Ret 6 lightning ----- def ----- Armour +23 Fatigue +8% Spell.save +3 (+2 eff.) Die.at -80.00 life Cut- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
Windoracle (0 def, 8 armour, 58-70 power, 144.5 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 58.5 - 70.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +144 On Hit.r1 +20 nature On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +9 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 31% * 20% chance to reduce all saves and defense by 6 ----- def ----- Armour +8 Fatigue +8% Resists +3% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Windnaught (0 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: Stats +1 Cun +2 Con dps ---------- Crit.mult +5.00% Mind.pwr +20 (+14 eff.) Dmg.mod +6% nature +18% cold ----- def ----- Resists +27% cold +6% nature +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Galerig the Scaldspawn (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.crit +1.0% Crit.mult +10.00% Res.pen +5% fire Acc +10 (+3 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +1% physical Mind.save +12 (+6 eff.) A suit of armour made of mail. |
dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
rough leather belt of recklessness1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+2 eff.) A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+12 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Woepierce' (2 def, 6 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% darkness Res.pen +5% physical Acc +10 (+3 eff.) Apr +3 ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +2% physical Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 174.35 fire damage over 3 turns. 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%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Arthobar (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 31% * 20 arcane resource burn ----- def ----- Armour +3 Resists +9% temporal Mind.save +3 (+1 eff.) ---------- misc Max.psi +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelerana (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+5 eff.) Acc +6 (+2 eff.) Apr +3 ----- def ----- Armour +2 Fatigue +3% Resists +9% acid Phys.save +6 (+3 eff.) Mind.save +9 (+4 eff.) Disarm- +20% ---------- misc Equi/ret +0.04 Max.hate +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
insulating cashmere wizard hat of lightning (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning +7% cold +8% fire A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 17.65 to 52.96 lightning damage (35.31 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Hathyvon2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str +1 Mag +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 4 arcane ---------- misc Light +3 See.Invis +18 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Mireknight'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 31% ----- def ----- Resists +9% nature +12% fire Phys.save +9 (+4 eff.) Heal.mod +18% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Adawe (dig speed 25 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Cun dps ---------- Dmg.mod +12% physical Res.pen +20% physical Acc +5 (+1 eff.) ----- def ----- Resists +12% acid +3% temporal +6% nature Die.at -40.00 life ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
supercharged ash totem of healing [power 212] (20 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Zunarithad the elven-wood totem of summon tentacle [power 300] (25 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +20% physical ----- def ----- Defense +5 (+2 eff.) Resists +3% temporal Crit.chn- 15.00% Stun/Frz- +10% ---------- misc Stam/turn +3.00 Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 920 Base Damage: 313 Armor: 17 All Resist: 18 Puts all charms on 25 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 42 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful ash wand of shielding [power 182] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of lightning storm [power 380] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 76 lightning damage and will be dazed for 1 turn (380 total damage) Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Facefuck the Skeleton Bulwark level 14
39th Haze 122nd year of Ascendancy at 09:34 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Facefuck the Skeleton Bulwark level 18
1st Wintertide 123rd year of Ascendancy at 22:33 see stats
Earth Master
Killed Harkor'Zun.By Facefuck the Skeleton Bulwark level 16
75th Haze 122nd year of Ascendancy at 10:51 see stats
Exterminator
Killed 1000 creatures.By Facefuck the Skeleton Bulwark level 16
74th Haze 122nd year of Ascendancy at 02:54 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Facefuck the Skeleton Bulwark level 19
5th Regrowth 123rd year of Ascendancy at 04:14 see stats
Level 10
Got a character to level 10.By Facefuck the Skeleton Bulwark level 10
1st Flare 122nd year of Ascendancy at 00:34 see stats
Level 20
Got a character to level 20.By Facefuck the Skeleton Bulwark level 20
9th Pyre 123rd year of Ascendancy at 10:23 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Facefuck the Skeleton Bulwark level 19
2nd Allure 123rd year of Ascendancy at 15:34 see stats
The Arena
Unlocked Arena mode.By Facefuck the Skeleton Bulwark level 5
5th Mirth 122nd year of Ascendancy at 16:10 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Facefuck the Skeleton Bulwark level 15
39th Haze 122nd year of Ascendancy at 13:31 see stats
Log
Talent Bone Armour is ready to use.
Facefuck uses Bone Armour.
A shield forms around Facefuck.
Borfast the Broken uses Block.
Facefuck receives 86 healing from Borfast the Broken's purging blight area effect.
Borfast the Broken receives 92 healing from Borfast the Broken's purging blight area effect.
Facefuck uses Shield Pummel.
Borfast the Broken resists the shield bash!
Facefuck hits Borfast the Broken for (10 blocked), 0 physical, (18 absorbed), 0 light, (12 blocked), 0 physical, (18 absorbed), 0 light (0 total damage).
Borfast the Broken uses Shield Pummel.
Facefuck resists the shield bash!
Melee retaliation hits Borfast the Broken for (13 absorbed), 0 blight, (13 absorbed), 0 blight (0 total damage).
Borfast the Broken hits Facefuck for (49 absorbed), 0 physical, (31 absorbed), 0 physical (0 total damage).
The shield around Borfast the Broken crumbles.
Facefuck receives 86 healing from Borfast the Broken's purging blight area effect.
Borfast the Broken receives 92 healing from Borfast the Broken's purging blight area effect.
--------------------------------
Facefuck hits Borfast the Broken for 22 physical, 1 mind, 13 light (36 total damage).
Borfast the Broken uses Gnaw.
Borfast the Broken misses Facefuck.
Facefuck receives 86 healing from Borfast the Broken's purging blight area effect.
Borfast the Broken receives 92 healing from Borfast the Broken's purging blight area effect.
The protective shield of Facefuck disappears.
Talent Block is ready to use.
Facefuck uses Block.
Borfast the Broken misses Facefuck.
Facefuck receives 86 healing from Borfast the Broken's purging blight area effect.
Borfast the Broken receives 92 healing from Borfast the Broken's purging blight area effect.























































































