









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Multi-Class Challenge 1.3.1Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Doombringer |
| Level / Exp | 30 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 27 on the 8th Allure 123rd year of Ascendancy at 22:03 4 / 2Killed by elven blood mage at level 29 on the 33rd Regrowth 123rd year of Ascendancy at 19:40 |
Primary Stats
| Strength | 87 (base 44) |
| Dexterity | 39 (base 13) |
| Constitution | 46 (base 26) |
| Magic | 61 (base 43) |
| Willpower | 18 (base 16) |
| Cunning | 25 (base 20) |
Resources
| Life | 916/916 |
| Stamina | 217/217 |
| Vim | 114/114 |
| Healing Factor | 1.25 |
| Regeneration | 4.5844337206064 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +118.72307323196% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 25.317568314034 |
| See Invisible | 25.317568314034 |
Offense: Mainhand
| Damage | 185 |
| Accuracy | 58 |
| Crit Chance | 120% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +21% |
| All | 0% |
| Temporal | +6% |
Offense: Damage Penetration
| Arcane | +15% |
| Physical | +42% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 38.511077022655 (88.454810495627%) |
| Defense | 33 |
| Ranged Defense | 36 |
| Fatigue | 17 |
| Physical Save | 45 |
| Spell Save | 43 |
| Mental Save | 25 |
Defense: Resistances
| Lightning | + 40%( 70%) |
| Fire | + 40%( 70%) |
| Temporal | + 21%( 70%) |
| Darkness | + 41%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 19%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 22% |
| Poison Resistance | 100% |
| Disarm Resistance | 55% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 405 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 7. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 235.32 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Corruption / Wrath | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 4/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Flame of Urh'Rok |
| talent | Eternal Suffering |
| beneficial effect | The target's appearance has been altered. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Next 2 melee attacks are certain to critically strike, and this unit has 22% more critical power. Voracious Blade |
| beneficial effect | The target's spellpower has been increased by 2. Spellsurge |
| beneficial effect | The target is surrounded by a magical shield, absorbing 269/477 damage before it crumbles. Damage Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by forest troll. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed hummerhorn wing. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 36 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Aeravon the Hellmire (0 def, 5 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +3 Dex +2 Cun dps ---------- Dmg.mod +6% temporal Res.pen +20% temporal Apr +6 Melee Ret 7 physical ----- def ----- Armour +5 Fatigue +3% Resists +12% temporal +3% fire ---------- misc Infravis +2 Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 409.5 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| Tool | Dawnraptor the yew wand of trap destruction [power 56] (14 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Str +4 Mag +2 Wil +2 Con dps ---------- Melee Ret 8 light On Hit (Melee): * 30% chance to blind ---------- misc Light +3 Disarm traps (56 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 14 cooldown 100% to regenerate 6 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag dps ---------- Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +7 (+3 eff.) Spell.save +12 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | gladiator's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 24 light Ranged+ 23 light On Hit (Melee): * 15% chance to blind On Hit (Ranged): * 14% chance to blind Rings can have magical properties. |
| Around waist | rough leather belt 'Aladas'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Con dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Phys.save +20 (+7 eff.) Spell.save +12 (+4 eff.) Mind.save +15 (+7 eff.) Disarm- +10% A belt that goes around your waist. |
| In main hand | Starrend (187% power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Master Power 187% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Phasing +10% On Hit: * 20% chance to blind While equipped: Stats +7 Str +9 Con dps ---------- Phys.pwr +20 (+5 eff.) Spell.pwr +4 (+2 eff.) Dmg.mod +21% physical Res.pen +15% arcane +17% physical Acc +21 (+6 eff.) ----- def ----- Spell.save +6 (+2 eff.) Disarm- +45% ---------- misc Stam/ret +3.00 Massive two-handed battleaxes. This item has been sent to the Item's Vault. |
| On hands | brawler's dwarven-steel gauntlets of strength (+6) (0 def, 2 armour)1.5 T3 hands armor [Ego+] Master While equipped: Stats +6 Str +2 Dex +3 Cun dps ---------- Phys.pwr +13 (+4 eff.) ----- def ----- Armour +2 Phys.save +10 (+3 eff.) ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dwarven-steel plate armour 'Chaleratir' (5 def, 17 armour)17.0 T3 massive armor [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +25% physical Apr +6 ----- def ----- Armour +17 Defense +5 (+2 eff.) Fatigue +24% Resists +21% lightning Die.at -60.00 life ---------- misc Max.stam +10.00 A suit of armour made of metal plates. |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around neck | grounding steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Resists +12% lightning Stun/Frz- +22% ---------- misc Mana/turn +0.21 Max.mana +24.00 Amulets can have magical properties. |
Inventory
wild infusion (resist 12%; cure mental, magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 17%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 24%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune (127 acid damage; disarm 5 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 127.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (747% regen over 10 turns; 37 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 747% for 10 turns and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
grounding gold amulet of cunning (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +10% lightning Stun/Frz- +25% Amulets can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
flaming dwarven-steel battleaxe of massacre (154% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 155% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +14 fire Massive two-handed battleaxes. |
Moon (136% power, 30 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 137% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
dwarven-steel dagger of projection (116% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Psionic Power 116% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, short and deadly. |
slime-covered dwarven-steel dagger of persecution (115% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt Power 115% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Against +8% Unnatural On Hit: * Slows global speed by 12% While equipped: Stats +1 Wil Sharp, short and deadly. |
plaguebringer's dwarven-steel greatsword of amnesia (142% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Arcane/Psionic Power 143% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 blight On Hit: 10% Epidemic 3 On Hit: * 9% chance to disease * 25% chance to put talents on cooldown While equipped: ----- def ----- Disease- +20% Massive two-handed swords. |
Barurath4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit: * Slows global speed by 40% While equipped: dps ---------- Phys.crit +5.0% Mind.crit +4% Acc +14 (+4 eff.) ----- def ----- Resists +15% light +5% arcane ---------- misc Max.hate +4.00 Longbows are used to shoot arrows at your foes. |
balanced dwarven-steel mace of evisceration (130% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+2 eff.) Acc +8 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +26% Blunt and deadly. |
caustic dwarven-steel mace of evisceration (128% power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Nature/Master Power 128% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 9% chance to corrode armour by 30% On Crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+2 eff.) Res.pen +7% acid ----- def ----- HP.reg +1.20 Blunt and deadly. |
hardened leather sling of nature4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +19 nature While equipped: dps ---------- Res.pen +8% nature ----- def ----- Resists +5% all Slings are used to hurl stones or metal shots at your foes. |
infernal yew vilestaff (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +21.00% Spell.pwr +14 (+5 eff.) Melee+ 21 fire Dmg.mod +20% darkness ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew starstaff of invocation (120% power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego++] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +19 (+7 eff.) S.pwr/crit +7 Dmg.mod +20% light ----- def ----- HP.reg +1.10 Heal.mod +15% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 46.07 to 55.29 light damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of protection (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning ----- def ----- Resists +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing deep-steel trident (129% power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane Power 130% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% Melee+ +14 lightning On Hit: * 25% chance for lightning to arc to a second target A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insulating hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Resists +8% fire +8% cold A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
miner's pair of hardened leather boots of tirelessness (0 def, 9 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +25.00 Infravis +2 A pair of boots made of leather. |
hardened leather gloves of the iron hand (0 def, 2 armour)1.0 T3 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Wil +4 Con ----- def ----- Armour +2 Disarm- +32% ---------- misc Masteries +0.20 Technique/Grappling Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aegis cashmere wizard hat of earthrunes (2 def, 3 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Con ----- def ----- Armour +3 Defense +2 (+1 eff.) Shield.pwr +5% HP.reg +3.70 Stone Wall: Puts all charms on 72 cooldown Level 1.0 Pwr.cost 72 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 97.54 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +1 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +8 (+3 eff.) Mind.save +10 (+5 eff.) Battle Cry: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
miner's hardened leather cap of the depths (0 def, 4 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +10% cold ---------- misc Infravis +2 Breathe water A cap made of leather. |
spellwoven cashmere wizard hat of earthrunes (2 def, 2 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +2 Con dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +2 (+1 eff.) ---------- misc Mana/turn +0.14 Stone Wall: Puts all charms on 72 cooldown Level 1.0 Pwr.cost 72 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 97.54 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
enlightening dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Mind.save +16 (+8 eff.) A suit of armour made of metal plates. |
acidic dwarven-steel shield of crushing (8 def, 2 armour, 72.5 block)7.0 T3 shield armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Melee+ 7 acid Melee Ret 22 acid ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
10 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 23 out of 25/25. Range 6 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 111.90 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 111.90 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. |
watchleader's alchemist's lamp of clarity1.0 T3 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +8 (+4 eff.) Blind- +26% Confus- +10% ---------- misc Light +8 See.Stealth +19 See.Invis +19 Track: Puts all charms on 36 cooldown Level 3.3 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
9 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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elm totem of thorny skin [power 15] (18 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Arcfurnace the yew wand of conjuration [power 283] (9 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +25% lightning ----- def ----- Resists +9% darkness +12% fire +5% arcane +9% cold ---------- misc Talents +3 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 142 to 283 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of clairvoyance [power 13] (8 cooldown)2.0 T3 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 13, power 72 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 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. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Rattle the Skeleton Doombringer level 29
15th Regrowth 123rd year of Ascendancy at 12:52 see stats
Against all odds
Killed Ukruk in the ambush.By Rattle the Skeleton Doombringer level 28
8th Allure 123rd year of Ascendancy at 22:33 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Rattle the Skeleton Doombringer level 25
2nd Allure 123rd year of Ascendancy at 22:50 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Rattle the Skeleton Doombringer level 15
77th Dusk 122nd year of Ascendancy at 01:22 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Rattle the Skeleton Doombringer level 16
15th Haze 122nd year of Ascendancy at 19:21 see stats
Exterminator
Killed 1000 creatures.By Rattle the Skeleton Doombringer level 16
15th Haze 122nd year of Ascendancy at 15:31 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rattle the Skeleton Doombringer level 29
3rd Pyre 123rd year of Ascendancy at 00:11 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rattle the Skeleton Doombringer level 21
39th Haze 122nd year of Ascendancy at 09:50 see stats
Level 10
Got a character to level 10.By Rattle the Skeleton Doombringer level 10
5th Flare 122nd year of Ascendancy at 14:06 see stats
Level 20
Got a character to level 20.By Rattle the Skeleton Doombringer level 20
30th Haze 122nd year of Ascendancy at 09:12 see stats
Level 30
Got a character to level 30.By Rattle the Skeleton Doombringer level 30
3rd Pyre 123rd year of Ascendancy at 04:09 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Rattle the Skeleton Doombringer level 21
52nd Haze 122nd year of Ascendancy at 06:18 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Rattle the Skeleton Doombringer level 29
35th Regrowth 123rd year of Ascendancy at 01:22 see stats
Size matters
Did over 600 damage in one attack.By Rattle the Skeleton Doombringer level 23
5th Decay 122nd year of Ascendancy at 16:37 see stats
The Arena
Unlocked Arena mode.By Rattle the Skeleton Doombringer level 9
1st Summertide 122nd year of Ascendancy at 13:59 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rattle the Skeleton Doombringer level 29
14th Regrowth 123rd year of Ascendancy at 15:08 see stats
The secret city
Discovered the truth about mages.By Rattle the Skeleton Doombringer level 10
10th Flare 122nd year of Ascendancy at 01:46 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Rattle the Skeleton Doombringer level 28
2nd Regrowth 123rd year of Ascendancy at 07:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Rattle the Skeleton Doombringer level 20
39th Haze 122nd year of Ascendancy at 09:07 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Rattle the Skeleton Doombringer level 26
6th Allure 123rd year of Ascendancy at 23:09 see stats
Log
Orc master assassin is not stunned anymore.
Orc master assassin hits Rattle for (21 absorbed), 0 physical, (7 absorbed), 0 temporal, (10 absorbed), 0 acid, (9 absorbed), 0 fire, (26 absorbed), 0 physical, (14 absorbed), 0 darkness, (10 absorbed), 0 acid, (9 absorbed), 0 fire (0 total damage).
Rattle hits Orc master assassin for 8 physical, 8 light, 20 fire, 8 physical, 8 light, 20 fire (73 total damage).
Rattle drains life from Orc master assassin!
Rattle hits Orc master assassin for 13 fire damage.
Rattle receives 2 healing from Orc master assassin.
Orc master assassin misses Rattle.
Orc master assassin hits Rattle for (27 absorbed), 0 physical, (14 absorbed), 0 darkness, (10 absorbed), 0 acid, (9 absorbed), 0 fire (0 total damage).
Rattle hits Orc master assassin for 8 physical, 8 light, 20 fire (36 total damage).
Rattle performs a melee critical strike against Orc master assassin!
Orc master assassin loses sight!
Rattle's is no longer blazing.
Orc master assassin shrugs off the effect 'Disable'!
You collect a new ingredient: orc heart (1).
Rattle hits Orc master assassin for 398 physical, 25 light, 8 fire (431 total damage).
Orc master assassin hits Rattle for (10 absorbed), 0 acid, (7 absorbed), 0 temporal, (7 absorbed), 0 fire (0 total damage).
Rattle killed Orc master assassin!
Talent Burning Sacrifice is ready to use.
Rattle picks up (j.): Moon (136% power, 30 apr).
Lore found: Moon
You can read all your collected lore in the game menu, by pressing Escape.
Rattle deactivates Flame of Urh'Rok.
Rattle is no longer surging arcane power.
Rattle's weapon stops glowing.
The shield around Rattle crumbles.
Rattle deactivates Eternal Suffering.











































































































