










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Display terrain effects 1.7.4Original code from Plenum ToolTips. This addon displays WHO made WHAT(slime, fire, darkness etc.) stuff on a tile when you mouse over it, before you have to step over it and watch the log. I made this addon so it will compatible with other tooltip mods. If you are already using Plenum ToolTips, this addon is useless. 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: Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit No Ambient Sounds 1.7.5Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting. Enjoy the sweet sound of silence~ https://github.com/sandertyu/tome-no-ambient-sounds ---Changelog--- ASCII Tactical Borders 1.7.5Adds an option to the UI tab in Game Options where you can choose a style to overload the "Combined Big" tactical overlay and target cursor used in the "Modern" graphic mode with those used in the "ASCII" graphic mode. The default option is "Thick", which is a properly scaled and more consistent alternative to the official ASCII borders. The "Thick" and "Thin" styles were contributed by rexorcorum. I just like how it looks :) https://github.com/sandertyu/tome-ascii-borders ---Changelog--- True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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.
Archery Addons Patch for ToME 1.6.4+ 1.6.4This is a patch for addons with 'archery' talents that have not been updated since the 1.6.4 change to archerPreUse . Assuming they were still functioning as of 1.6.3, this patch should allow them to function once again. I can confirm this works with both Zephyr and Viper class addons, but I have not tested it further. Save files which have been affected by this change will cause the game to flash black and freeze, as will attempting to create a new character that would learn an affected talent at birth, or when learning an affected talent later on, or when an enemy spawns with an affected talent. There will be no error pop-up in game if this happens, but the error can still be found in te4_log.txt and should be repeated many times at the end of the file. If you see an error that refers to an addon and archerPreUse, this patch should solve the issue. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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.] More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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: More Interesting Prodigies 1.7.0Secrets of Telos only requires one piece of the staff and doesn't consume it, and passively boosts equipment with talent on hit (spell) by increasing the level of the spell by 1, and the chance by half or 5%, whichever is greater. Lucky Day is completely reworked, every time you cast it you gain one unique artifact of your choice (that you haven't already found and isn't a quest/plot/lore artifact), but also increases all money gained and damage taken by 10% per cast, stacking multiplicatively. Can be cast any number of times, artifacts gained this way can't be vaulted Generalist replaces Tricky Defenses. When learned, you select one talent category from a different subclass in the same class and learn it unlocked at 1.3 mastery. Bullet Hell replaces Automated Reflex System. Your movement speed is squared (up to 2000%), and all incoming projectiles are randomly assigned a speed between 50% and 300%. (passive) MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) Items Vault 1.7.6Donators/Buyers bonus! OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Necro Escort 1.7.2Adds a necromancer escort. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file Will conflict with \"Extra Dungeons\" and \"GodMode Merchant\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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:
Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 34 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by Half-Finished Bone Giant at level 3 on the 77th Pyre 122nd year of Ascendancy at 00:12 2 / 4Killed by Galle the rogue at level 6 on the 13rd Dusk 122nd year of Ascendancy at 12:48 Killed by Xanebeth the spitting spider at level 6 on the 13rd Dusk 122nd year of Ascendancy at 13:10 Killed by Cyrena the awoken tentacle tree at level 21 on the 35th Haze 122nd year of Ascendancy at 07:00 |
Primary Stats
| Strength | 80 (base 35) |
| Dexterity | 80 (base 26) |
| Constitution | 79 (base 52) |
| Magic | 75 (base 61) |
| Willpower | 49 (base 14) |
| Cunning | 60 (base 52) |
Resources
| Life | 1087/1087 |
| Mana | 493/493 |
| Stamina | 296/296 |
| Positive | 20/24 |
| Healing Factor | 1.4168020097746 |
| Regeneration | 12.958287189844 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +21.468595874479% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 6 |
| See Stealth | 52.441006431034 |
| See Invisible | 52.441006431034 |
Offense: Mainhand
| Damage | 140 |
| Accuracy | 73 |
| Crit Chance | 57% |
| APR | 49 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 54 |
| Accuracy | 73 |
| Crit Chance | 56% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 38% |
| Speed | 0.82325805513827 |
| Cooldown Reduction | 37.328346409662 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Physical | +26% |
| Cold | +5% |
| All | 0% |
| Bleed | +13% |
| Darkness | +8% |
| Light | +74% |
| Temporal | +8% |
| Mind | +15% |
| Lightning | +22% |
| Fire | +52% |
| Nature | +15% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +53% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 29 (100%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 59 |
| Mental Save | 29 |
Defense: Resistances
| Darkness | + 34%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 67%( 70%) |
| Temporal | + 34%( 70%) |
| Nature | + 50%( 70%) |
| Physical | + 38%( 70%) |
| Cold | + 46%( 70%) |
| All | + 28%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 69% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (82% 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: 3 physical, 4 fire, 5 cold, 3 mind, 3 nature |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 475 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 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 385 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (82% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Celestial / Void | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Star fury | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sunlight | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Sol | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.60 |
| 4/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Technique / Shield offense | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Spell / Stone alchemy | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Undead / Skeleton | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Solar Wind |
| talent | Retribution |
| talent | Weapon of Wrath |
| talent | Gravitic Effulgence |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Second Life |
| talent | Shield of Light |
| talent | Chant of Light |
| talent | Righteous Strength |
| 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 947/947 damage before it crumbles. Damage Shield |
| beneficial effect | The target is protected by a prismatic shield blocking many instances of damage. Remaining: 3 physical, 3 nature, 5 cold, 3 mind, 4 fire Prismatic Shield |
| beneficial effect | The target is under protection, removing one negative effect per turn. Providence |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target is protected by the sun, increasing their spell casting speed by 21%, reducing spell cooldowns by 37%, and preventing damage over 57% of your maximum life from a single hit. Suncloak |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.90). | done |
You failed to protect the lost sun paladin from death by thief. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by wolf. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Weapon of Light (+2 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell) | done |
You failed to protect the temporal explorer from death by Beliledulen. Escort: temporal explorer (level 7 of Dreadfell) | 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 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. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 283. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed wretchling eyeball. Agrimley the hermit has completed an elixir of focus without your aid. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 | Starbrawn the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +12% light When Hit 4 lightning defense ------ Armor +3 Fatigue -2% Resistance +12% light, +3% lightning other ------- Stamina/turn +2.00 Second Wind: (Instant) Puts all charms on 44 turn cooldown Effective talent level: 4.5 Power cost 44 out of 60/60. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 154 stamina. The stamina recovery improves with your Strength and Willpower. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 19 out of 25/25. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 219.50 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 219.50 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Bethusetha (5 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats Str +5, Dex +5, Wil +5, Lck +9 offense ------ Physical Crit +6.0% Spell Crit +4% Mind Crit +4% Physical Power +24 (+6 eff.) Accuracy +10 (+3 eff.) defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +3% Resistance +6% cold, +5% physical Physical save +7 (+3 eff.) other ------- Stamina/turn +1.00 A cap made of leather. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats Mag +3 offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness, +8% temporal Ignore resists +10% darkness, +10% temporal defense ------ Resistance +8% darkness, +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Tool | steel torque of psionic shield 'Xalle' [power 55] (19 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats Wil +7 offense ------ Spellpower +20 (+7 eff.) Ignore Shields +30% defense ------ Resistance +18% cold Silence Resist +20% Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 19 turn cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats Str +4, Wil +8 offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Prismpiety the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats Dex +4, Con +8 offense ------ Physical Power +10 (+2 eff.) Accuracy +8 (+2 eff.) Ignore Armor +5 defense ------ Defense +25 (+7 eff.) Resistance +3% physical other ------- Light +2 Rings make your fingers look great! |
| Around neck | archmage's stralite amulet of murder0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats Mag +3 offense ------ Spell Crit +4% Critical power +14.00% Spellpower +4 (+2 eff.) Damage +6% acid, +4% fire, +5% cold +6% lightning Accuracy +6 (+2 eff.) Ignore Armor +14 Amulets make your neck look great! |
| In main hand | Poltergeist's Electrocutioner (50-75 power, 23 apr) Poltergeist's Electrocutioner (50-75 power, 23 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Unique] Nature/Master Weapon Damage 50.0 - 75.0 Physical Uses 20% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +6.0% Attack Speed 100% On-hit +20 lightning, +14 physical +14 bleed On Hit: * 33% chance to inflict Haywire on hit. If it does, there is a 50% chance a Deep Wound is also inflicted. While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 offense ------ Damage +16% lightning, +10% physical +13% bleed This dark metal axe humms ominously, arcs of electricity leaping from its edge. You sense a terrible energy within it. |
| Around waist | Bearzerker Girdle Bearzerker Girdle1.0 Encumbrance T2 belt armor [Unique] Arcane/Nature While equipped: offense ------ Steampower +2 (+1 eff.) Ignore Armor +7 defense ------ Armor +3 Fatigue -5% Spell save +5 (+2 eff.) Life +45.00 other ------- Encumbrance +20 Stamina/turn +1.00 EQ/turn -1.00 20% chance when taking damage to for Bearzerker to activate on its own. 30 Turn Cooldown, shared with manual activation of this talent. Bearzerker: (Instant) Effective talent level: 2.6 Power cost 22 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Description: Transform into a giant angry bear for 7 turns. The duration of this effect is extended by 1 every time you make a kill and has a 50% chance to be extended by 1 when taking damage. For the duration, increases Strength and Constitution by 12, Physical Resistance by 34.5%, Physical Save by 23.00, and you deal an additional 23.00 Physical and Bleed damage with melee attacks. These bonuses scale with your physical power. This old leather belt seems to be covered in a thin layer of fur. Small bears are etched along its length and a crude paw has been painted on the buckle. |
| In off hand | opal longsword (23-32 power, 0 apr) opal longsword (23-32 power, 0 apr)3.0 Encumbrance T2 longsword 1H weapon [Unique] Nature/Master Weapon Damage 23.0 - 32.2 Physical Uses 30% Dex, 20% Mag, 70% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +5.0% Attack Speed 100% Block +26 On-hit +4 mind Damage Conversion 14% light While equipped: Stats Str +2, Dex +2, Mag +2, Wil +3 Cun +2, Con +2 offense ------ Mind Crit +1% Damage +11% physical defense ------ Spell save +12 (+3 eff.) other ------- Stamina when Hit +0.70 Talents +1 Lightbound Oath +1 Block This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 44% chance to parry attacks, reducing damage taken by up to 25% and deal 250% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
| Cloak | Arablek (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats Dex +5, Mag +3, Wil +5, Con +9 offense ------ Physical Crit +6.0% Spellpower/crit +6 defense ------ Defense +2 (+1 eff.) Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats Con +5, Wil +4 offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid, +15% nature +15% mind When Hit 20 nature slow, 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature, +11% all Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
shielding rune (absorb 209; dur 5; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 5 turns. 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 |
restful gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: offense ------ On-Hit 7 light, 8 darkness Damage +8% light, +8% darkness When Hit: * 5% chance to reduce damage dealt by 22% * 7% chance to blind defense ------ Fatigue -6% Life Regen +2.00 Amulets make your neck look great! |
Eregomnir the Hailsting0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Mind Crit +2% Mindpower +25 (+9 eff.) Damage +6% cold defense ------ Resistance +9% darkness, +15% cold Life +88.00 Life Regen +12.00 Healmod +18% other ------- EQ when Hit +0.20 Rings make your fingers look great! |
Staff of Absorption7.0 Encumbrance staff 2H weapon [Plot Item] Unknown Weapon Damage 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 While equipped: offense ------ Spell Crit +10% Spellpower +20 (+7 eff.) Accuracy +20 (+5 eff.) Absorb energies. Uses 722 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Galebreak (26-36 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Master Weapon Damage 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Str +6, Mag +2, Cun +4 offense ------ Physical Crit +8.0% Physical Power +9 (+2 eff.) Mindpower +20 (+7 eff.) Ignore resists +10% lightning, +10% mind other ------- EQ when Hit +0.08 Blunt and deadly. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
67 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Elitira (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1 offense ------ Physical Crit +2.0% Ignore resists +5% physical Accuracy +10 (+3 eff.) defense ------ Resistance +3% lightning, +3% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 Encumbrance 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. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 683.47 fire damage (based on Magic). Uses 37 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
Tarreladin the yew totem of stinging [power 296] (11 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats Str +5, Dex +4, Cun +3 offense ------ Physical Power +15 (+3 eff.) Damage +12% mind defense ------ Armor +6 other ------- Max stamina +30.00 Sting an enemy dealing 340 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 turn cooldown 100% to heal for 59. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Beliledulen the Skeleton Sun Paladin level 30
25th Pyre 123rd year of Ascendancy at 14:10 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Beliledulen the Skeleton Sun Paladin level 20
3rd Haze 122nd year of Ascendancy at 14:38 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Beliledulen the Skeleton Sun Paladin level 17
65th Dusk 122nd year of Ascendancy at 07:58 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Beliledulen the Skeleton Sun Paladin level 26
2nd Pyre 123rd year of Ascendancy at 07:48 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Beliledulen the Skeleton Sun Paladin level 22
75th Haze 122nd year of Ascendancy at 16:58 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Beliledulen the Skeleton Sun Paladin level 10
34th Dusk 122nd year of Ascendancy at 07:02 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Beliledulen the Skeleton Sun Paladin level 20
1st Haze 122nd year of Ascendancy at 22:43 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Beliledulen the Skeleton Sun Paladin level 30
24th Pyre 123rd year of Ascendancy at 03:54 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Beliledulen the Skeleton Sun Paladin level 23
27th Regrowth 123rd year of Ascendancy at 10:26 see stats
Purely a Formality (Nightmare (Adventure) difficulty)
Unlock a locked race or class while playing a character of that race/class.By Beliledulen the Skeleton Sun Paladin level 29
24th Pyre 123rd year of Ascendancy at 03:54 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Beliledulen the Skeleton Sun Paladin level 27
16th Pyre 123rd year of Ascendancy at 22:13 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Beliledulen the Skeleton Sun Paladin level 23
59th Regrowth 123rd year of Ascendancy at 11:00 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Beliledulen the Skeleton Sun Paladin level 29
21st Pyre 123rd year of Ascendancy at 11:08 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Beliledulen the Skeleton Sun Paladin level 17
65th Dusk 122nd year of Ascendancy at 17:26 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Beliledulen the Skeleton Sun Paladin level 29
24th Pyre 123rd year of Ascendancy at 03:54 see stats
Log
[Music Mod] | Track: table: 0x19f6e520 (Inspired by: Unknown)
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Treant loses sight!
Searing Sight hits Treant for 77 light damage.
Beliledulen casts Rune: Reflection Shield.
A shield forms around Beliledulen.
Beliledulen casts Rune: Prismatic.
Beliledulen summons a prismatic shield for protection!
Talent Providence is ready to use.
Searing Sight hits Treant for 77 light damage.
Beliledulen casts Providence.
Treant is dazed!
Talent Chant of Light is ready to use.
Searing Sight hits Treant for 77 light damage.
Beliledulen activates Chant of Light.
Beliledulen deactivates Chant of Fortitude.
Beliledulen casts Suncloak.
Beliledulen is energized and protected by the Sun!
Treant is not dazed anymore.
Searing Sight hits Treant for 88 light damage.
Beliledulen uses Bone Armour.
The shield around Beliledulen crumbles.
A shield forms around Beliledulen.
Treant recovers sight.
Searing Sight hits Treant for 88 light damage.
Beliledulen casts Mark of Light.
Beliledulen casts Sun Ray.















































































































