
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. 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: 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. Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: 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: Less Shaders 1.7.4Adding game options (in the misc tab) to turn off the shaders of stealth, invisible, unstoppable and lightning speed. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: 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.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Alchemist |
Level / Exp | 50 / 4255% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 33 (base 10) |
Dexterity | 70 (base 36) |
Constitution | 80 (base 61) |
Magic | 128 (base 60) |
Willpower | 58 (base 10) |
Cunning | 108 (base 60) |
Resources
Life | 1496/1496 |
Mana | 797/797 |
Steam | 60/100 |
Positive | 217/217 |
Healing Factor | 1.8310366327281 |
Regeneration | 73.699224467306 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2.0000000000004 |
Infravision | 12.54964786986 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Offhand
Damage | 6 |
Accuracy | 44 |
Crit Chance | 57% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 94 |
Crit Chance | 78% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 63% |
Speed | 1 |
Offense: Damage Bonus
Acid | +143% |
Blight | +83% |
Arcane | +63% |
Cold | +68% |
All | +48% |
Darkness | +54% |
Temporal | +65% |
Physical | +53% |
Fire | +144% |
Nature | +82% |
Offense: Damage Penetration
Acid | +65% |
Physical | +40% |
Blight | +40% |
Arcane | +40% |
Fire | +25% |
All | +25% |
Defense: Base
Armour (hardiness) | 26 (51.69962066283%) |
Defense | 85 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 78 |
Mental Save | 54 |
Defense: Resistances
Acid | + 80%( 80%) |
Blight | + 46%( 70%) |
Arcane | + 46%( 70%) |
Cold | + 70%( 70%) |
All | + 39%( 70%) |
Darkness | + 46%( 70%) |
Light | + 46%( 70%) |
Temporal | + 50%( 70%) |
Physical | + 71%( 75%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Confusion Resistance | 30% |
Silence Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 200% efficiency and cooldown mod of 57%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 247 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: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% 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. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 740 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1079% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Acid alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Acid Infusion |
talent | Secrets of the Eternals |
talent | Ice Core |
talent | Body of Fire |
talent | Chant of Resistance |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Salyth the orc high pyromancer. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 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: 6646. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil +10 Mag offense ------ Physical Power +18 (+8 eff.) Spellpower +20 (+4 eff.) Mindpower +33 (+9 eff.) Damage +10% acid +9% nature +10% blight When Hit 6 blight defense ------ Armor +14 Fatigue +4% Disease Resist +35% other ------- EQ when Hit +0.12 Psi when Hit +0.08 Max hate +6.00 Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 0.0 Encumbrance T5 white alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
On hands | ![]() 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical Disarm Resist +100% other ------- Talents +5 Iron Grip Cooldown Clinch -2 Unarmed combat: Weapon Damage 27.0 - 37.8 Physical Uses 30% Dex, 60% Str, 30% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 83% On-hit +10 acid On Hit: 10% Corrosive Mist level 1 On Hit: 20% Earthen Missiles level 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +10 Cun +4 Mag offense ------ Spell Crit +1% Spellpower +30 (+6 eff.) Spellpower/crit +2 On-Hit 35 physical On-Ranged-Hit 35 physical Ignore Shields +39% On-Hit (Melee): * 20% chance to reduce all saves and defense by 34 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 34 defense ------ Resistance +9% nature Life +200.00 Life Regen +40.00 Healmod +36% other ------- Hate-on-crit +1.00 Max mana +60.00 Max hate +15.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: offense ------ Spell Crit +7% Critical power +20.78% Spellpower +31 (+6 eff.) Damage +17% temporal Ignore resists +25% acid When Hit 8 blight defense ------ Resistance +5% arcane +17% temporal other ------- Max mana +103.92 Rings make your fingers look great! This item has been sent to the Item's Vault. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Mind Crit +10% Damage +20% all defense ------ Armor +5 Resistance +5% all Amulets make your neck look great! |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +10 Str +16 Dex +22 Mag +22 Wil +10 Cun +10 Con offense ------ Physical Crit +1.0% Spellpower +51 (+9 eff.) Spellpower/crit +13 Damage +6% darkness +19% all When Hit 8 darkness defense ------ Resistance +12% lightning +3% physical +12% darkness +12% cold +12% blight +12% fire +12% light +15% all Physical save +20 (+6 eff.) Spell save +40 (+8 eff.) Mind save +20 (+7 eff.) Silence Resist +100% Stun Resist +60% other ------- Stamina/turn +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In off hand | ![]() 5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+3 eff.) Confus Resist +20% other ------- Mana/turn +5.00 Max mana +50.00 On Spell Hit: 25% Lightning level 5 The bottom part of Telos' broken staff. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +4 Str +6 Wil +5 Cun +4 Con offense ------ Spell Crit +6% Mind Crit +7% Critical power +20.00% Spellpower +10 (+2 eff.) Damage +15% arcane Ignore resists +15% arcane +15% blight defense ------ Defense +28 (+5 eff.) Resistance +30% lightning Spell save +6 (+1 eff.) Life +100.00 Healmod +5% Blind Resist +20% Stun Resist +50% other ------- Max mana +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() |
Inventory
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+9 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 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. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +22% Mind Crit +4% Spellpower +55 (+10 eff.) Mindpower +30 (+8 eff.) Damage +42% arcane +20% acid Ignore resists +25% acid +30% mind +20% blight other ------- Mana/turn +0.12 Max mana +120.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 40 [Unique] Unknown/Steamtech Weapon Damage 80.0 - 120.0 Light Uses 130% Str Accuracy Bonus +0.2% base damage (max 20%) Critical Rate +25.0% Attack Speed 100% On-hit +20 lightning +20 fire While equipped: offense ------ Against +10% Humanoid +10% Giant defense ------ Confus Resist +100% Fear Resist +100% other ------- Talents +1 Laser Powered Smash The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. |
![]() 3.0 Encumbrance T5 steamsaw 2H weapon Reqs Str 40 [Unique] Steamtech Weapon Damage 25.0 - 37.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +150 Recursive +2 Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +11 (+2 eff.) Fatigue +13% other ------- Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Cun +9 Wil offense ------ Physical Crit +6.0% Mind Crit +3% Physical Power +6 (+3 eff.) Ignore Armor +11 When Hit 6 mind defense ------ Armor +5 Defense +15 (+3 eff.) Fatigue +4% Physical save +15 (+5 eff.) Spell save +15 (+3 eff.) Mind save +14 (+5 eff.) Silence Resist +44% Confus Resist +50% Stun Resist +46% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +1.30 Max stamina +39.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +9 Cun +6 Con offense ------ Physical Crit +6.0% Physical Power +6 (+3 eff.) Ignore Armor +13 defense ------ Armor +21 Fatigue +4% Resistance +15% acid +3% temporal +12% fire +9% cold +9% lightning Physical save +25 (+8 eff.) Mind save +25 (+8 eff.) Blind Resist +24% Poison Resist +20% Silence Resist +24% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Physical Crit +6.0% Physical Power +24 (+10 eff.) Spellpower +31 (+6 eff.) Mindpower +18 (+5 eff.) Damage +9% arcane +9% fire Ignore resists +15% blight +20% arcane Ignore Armor +13 When Hit 6 blight defense ------ Armor +5 Fatigue -1% Resistance +6% arcane +9% fire Physical save +13 (+4 eff.) other ------- Encumbrance +42 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +28 Dex offense ------ Spellpower +13 (+2 eff.) Ignore resists +25% fire defense ------ Armor +5 Defense +32 (+6 eff.) Fatigue +4% Resistance +6% lightning +9% temporal +6% blight +12% fire +21% cold Life Regen +4.73 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +1 Mag +6 Wil +10 Con offense ------ Mindpower +9 (+3 eff.) Ignore resists +8% physical +20% darkness +20% temporal defense ------ Armor +14 Fatigue +4% Resistance +15% acid +29% temporal +24% darkness +9% blight +15% fire +17% cold +15% lightning Crit Resistance 10.00% Mind save +3 (+1 eff.) Life +60.00 Pinning Resist +24% Out-of-Phase Defense +28 Out-of-Phase Resistance +20% Out-of-Phase Resilience +30% Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+4 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +6 Con offense ------ Critical power +25.00% Damage +30% arcane Ignore resists +33% blight +33% physical defense ------ Armor +5 Fatigue +5% Physical save +15 (+5 eff.) Spell save +12 (+3 eff.) Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Max mana +132.29 Max stamina +39.69 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: other ------- Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
amazing pain suppressor salve [power 550] amazing pain suppressor salve [power 550]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 57% cooldown modifier. Let you fight up to -550 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+4 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 124.35 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1295.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By beepboop the Shalore Alchemist level 40
67th Regrowth 123rd year of Ascendancy at 01:33 see stats
By beepboop the Shalore Alchemist level 50
66th Dusk 123rd year of Ascendancy at 10:53 see stats
By beepboop the Shalore Alchemist level 40
65th Regrowth 123rd year of Ascendancy at 05:36 see stats
By beepboop the Shalore Alchemist level 50
39th Dusk 123rd year of Ascendancy at 13:21 see stats
By beepboop the Shalore Alchemist level 45
53rd Pyre 123rd year of Ascendancy at 23:35 see stats
By beepboop the Shalore Alchemist level 3
76th Pyre 122nd year of Ascendancy at 17:20 see stats
By beepboop the Shalore Alchemist level 50
36th Dusk 123rd year of Ascendancy at 10:31 see stats
By beepboop the Shalore Alchemist level 44
48th Pyre 123rd year of Ascendancy at 02:09 see stats
By beepboop the Shalore Alchemist level 50
36th Regrowth 124th year of Ascendancy at 11:30 see stats
By beepboop the Shalore Alchemist level 50
59th Haze 123rd year of Ascendancy at 01:05 see stats
By beepboop the Shalore Alchemist level 10
6th Dusk 122nd year of Ascendancy at 07:14 see stats
By beepboop the Shalore Alchemist level 50
47th Haze 123rd year of Ascendancy at 06:57 see stats
By beepboop the Shalore Alchemist level 43
43rd Pyre 123rd year of Ascendancy at 11:07 see stats
By beepboop the Shalore Alchemist level 33
7th Regrowth 123rd year of Ascendancy at 18:30 see stats
By beepboop the Shalore Alchemist level 41
77th Regrowth 123rd year of Ascendancy at 21:33 see stats
By beepboop the Shalore Alchemist level 30
1st Wintertide 123rd year of Ascendancy at 09:15 see stats
By beepboop the Shalore Alchemist level 28
7th Decay 122nd year of Ascendancy at 10:11 see stats
By beepboop the Shalore Alchemist level 50
38th Regrowth 124th year of Ascendancy at 23:05 see stats
By beepboop the Shalore Alchemist level 26
39th Haze 122nd year of Ascendancy at 16:02 see stats
By beepboop the Shalore Alchemist level 34
30th Regrowth 123rd year of Ascendancy at 03:30 see stats
By beepboop the Shalore Alchemist level 35
50th Regrowth 123rd year of Ascendancy at 09:04 see stats
By beepboop the Shalore Alchemist level 50
6th Regrowth 124th year of Ascendancy at 11:40 see stats
By beepboop the Shalore Alchemist level 50
13rd Haze 123rd year of Ascendancy at 02:27 see stats
By beepboop the Shalore Alchemist level 22
62nd Dusk 122nd year of Ascendancy at 22:09 see stats
By beepboop the Shalore Alchemist level 46
54th Pyre 123rd year of Ascendancy at 06:34 see stats
By beepboop the Shalore Alchemist level 10
6th Mirth 122nd year of Ascendancy at 23:40 see stats
By beepboop the Shalore Alchemist level 20
59th Dusk 122nd year of Ascendancy at 16:29 see stats
By beepboop the Shalore Alchemist level 30
10th Decay 122nd year of Ascendancy at 01:07 see stats
By beepboop the Shalore Alchemist level 40
64th Regrowth 123rd year of Ascendancy at 22:01 see stats
By beepboop the Shalore Alchemist level 50
10th Dusk 123rd year of Ascendancy at 09:19 see stats
By beepboop the Shalore Alchemist level 50
3rd Regrowth 124th year of Ascendancy at 16:14 see stats
By beepboop the Shalore Alchemist level 50
56th Haze 123rd year of Ascendancy at 06:40 see stats
By beepboop the Shalore Alchemist level 50
50th Haze 123rd year of Ascendancy at 02:38 see stats
By beepboop the Shalore Alchemist level 26
24th Haze 122nd year of Ascendancy at 22:18 see stats
By beepboop the Shalore Alchemist level 28
8th Decay 122nd year of Ascendancy at 05:21 see stats
By beepboop the Shalore Alchemist level 25
79th Dusk 122nd year of Ascendancy at 14:52 see stats
By beepboop the Shalore Alchemist level 12
16th Dusk 122nd year of Ascendancy at 05:58 see stats
By beepboop the Shalore Alchemist level 44
43rd Pyre 123rd year of Ascendancy at 13:40 see stats
By beepboop the Shalore Alchemist level 50
38th Regrowth 124th year of Ascendancy at 23:03 see stats
By beepboop the Shalore Alchemist level 20
60th Dusk 122nd year of Ascendancy at 14:51 see stats
By beepboop the Shalore Alchemist level 10
6th Mirth 122nd year of Ascendancy at 23:45 see stats
By beepboop the Shalore Alchemist level 50
4th Regrowth 124th year of Ascendancy at 04:33 see stats
By beepboop the Shalore Alchemist level 26
41st Haze 122nd year of Ascendancy at 20:40 see stats
By beepboop the Shalore Alchemist level 50
38th Regrowth 124th year of Ascendancy at 23:05 see stats
By beepboop the Shalore Alchemist level 42
39th Pyre 123rd year of Ascendancy at 00:37 see stats
By beepboop the Shalore Alchemist level 15
35th Dusk 122nd year of Ascendancy at 09:45 see stats
By beepboop the Shalore Alchemist level 47
72nd Pyre 123rd year of Ascendancy at 05:41 see stats
By beepboop the Shalore Alchemist level 22
62nd Dusk 122nd year of Ascendancy at 22:31 see stats
By beepboop the Shalore Alchemist level 16
43rd Dusk 122nd year of Ascendancy at 23:36 see stats
By beepboop the Shalore Alchemist level 40
65th Regrowth 123rd year of Ascendancy at 00:48 see stats
By beepboop the Shalore Alchemist level 33
6th Regrowth 123rd year of Ascendancy at 05:25 see stats
Log
There is an item here: Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)
There is an item here: Razorblade, the Cursed Waraxe (38-53 power, 16 apr)
There is an item here: Qog's Essentials
There is an item here: The Guardian's Totem
There is an item here: Honeywood Chalice
There is an item here: Tree of Life
There is an item here: ash totem of summon tentacle 'Aroda' [power 180] (25 cooldown)
You transfer Life Drinker (42-55 power, 11 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Whip of Urh'Rok (55-60 power, 0 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Runed Skull to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Mercury Treads (21 def, 12 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
The raging fire around beepboop calms down and disappears.