Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Marksman 1.4.9A complete rework for Archer. Constitution Viability Buff Addon 1.4.6Constitution now grants: Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Items Vault 1.4.8Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Rare item Egos update 1.0.4This addon improves rare drops (Salmon colored items) by adding a single level appropriate ego to them. (They use the same methods as normal randarts.) This should make rare drops more useful on average (generally slightly better than normal egos) though still less powerful than full randarts. Files affected: mod.class.GameState.lua Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Archer |
| Level / Exp | 50 / 1603% |
| Size | medium |
| Lifes / Deaths | Killed by Mayywyn the grave wight at level 29 on the 31st Pyre 123rd year of Ascendancy at 22:57 2 / 5Killed by elven cultist at level 32 on the 9th Dusk 123rd year of Ascendancy at 22:24 Killed by Doomed Shade of Fgll at level 46 on the 72nd Dusk 124th year of Ascendancy at 11:34 Killed by Atamathon the Giant Golem at level 50 on the 45th Regrowth 125th year of Ascendancy at 05:24 Killed by Atamathon the Giant Golem at level 50 on the 45th Regrowth 125th year of Ascendancy at 06:45 |
Primary Stats
| Strength | 150 (base 60) |
| Dexterity | 97 (base 60) |
| Constitution | 109 (base 60) |
| Magic | 85 (base 60) |
| Willpower | 71 (base 60) |
| Cunning | 103 (base 60) |
Resources
| Life | 5016/5016 |
| Mana | 1199/1199 |
| Stamina | 898/898 |
| Healing Factor | 1.195 |
| Regeneration | 32.493553466197 |
Speed
| Mental | +32.7652173913% |
| Attack | +63.2% |
| Movement | +196% |
| Spell | +63.2% |
| Global | +119.1% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 12 |
| See Stealth | 31 |
| See Invisible | 33 |
Offense: Mainhand
| Damage | 346 |
| Accuracy | 97 |
| Crit Chance | 191% |
| APR | 107 |
| Speed | 0.53 |
Offense: Spell
| Spellpower | 93 |
| Crit Chance | 100% |
| Speed | 0.61274509803922 |
Offense: Mind
| Mindpower | 105 |
| Crit Chance | 100% |
| Speed | 0.61274509803922 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 86.7 (100%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 76 |
| Spell Save | 72 |
| Mental Save | 49 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 32% |
| Bleed Resistance | 100% |
| Knockback Resistance | 78% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 40% |
Inscriptions (4/5)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 125 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 794 damage for 6 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 854 damage for 7 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery - bows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.42 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery excellence | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery - slings | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.82 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Trapping | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Undead / Ghoul | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Field control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Slow Motion |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured wilder from death by sick giant venus flytrap. Escort: injured wilder (level 1 of Heart of the Gloom) | failed |
You failed to protect the injured wilder from death by skeleton magus. Escort: injured wilder (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Magic by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Cunning by +2. | 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 Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | 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 Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by sick giant venus flytrap. Escort: worried loremaster (level 2 of Heart of the Gloom) | failed |
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 Horned Horror. * 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 unlocked the training room. * 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: 975. | 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 |
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 Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. 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 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within4 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. | 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 |
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 | pair of hardened leather boots 'Blazeguile' (15 def, 3 armour) pair of hardened leather boots 'Blazeguile' (15 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+4 eff.) Fatigue: -1% Changes stats: +7 Lck / +4 Dex Changes resistances: +3% blight / +3% lightning / +18% acid Stealth bonus: +7 Maximum encumbrance: +30 Physical save: +6 (+2 eff.) It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 53 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Quiver | Das Arrows (21/21, 52-72.8 power, 18 apr) Das Arrows (21/21, 52-72.8 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 On weapon hit: * 40% chance to daze * Slows global speed by 40% * 25% chance to put talents on cooldown On weapon crit: * wounds the target Damage (Ranged): +40 bleed / +28 darkness Burst (radius 1) on hit: +16 nature / +8 lightning Damage against: +17% Living Arrows are used with bows to pierce your foes to death. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 45 power out of 150/150) : Effective talent level: 4.0 Power cost: 45 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 48.37 cold damage and 77.30 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | voratun helm 'Burnzeal' (0 def, 5 armour) voratun helm 'Burnzeal' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 8 fire Changes stats: +5 Str / +13 Con Changes resistances: +15% acid / +18% fire / +15% cold / +18% mind / +13% lightning Changes resistances penetration: +10% fire Changes damage: +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.4 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | sneakthief's steel ring of light (+22%) sneakthief's steel ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
| On fingers | Belarig BelarigPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +14 Defense: +15 (+4 eff.) Effects on melee hit: * Slows global speed by 41% * 18% chance to cause random gloom Damage (Melee): 18 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +6 Cun Changes resistances: +6% acid / +3% temporal / +6% darkness Spell save: +26 (+7 eff.) Blindness immunity: +40% Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Infravision radius: +5 See stealth: +19 See invisible: +21 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| Around waist | Earurion the Viperrock Earurion the ViperrockCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Armour: +13 Defense: +14 (+4 eff.) Changes stats: +11 Dex / +9 Cun / +9 Lck Changes resistances: +9% acid / +5% arcane / +3% nature / +3% darkness Changes damage: +12% nature / +12% fire Trap disarming bonus: +30 Stealth bonus: +10 Physical save: +23 (+5 eff.) Mental crit. chance: +15% Infravision radius: +6 A belt that goes around your waist. |
| In main hand | Das Bow Das BowRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * Slows global speed by 47% Travel speed: +200% When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +4 Wil Changes resistances: +9% lightning / +3% cold / +3% acid Changes resistances penetration: +66% physical Changes damage: +64% physical Light radius: +2 Infravision radius: +1 Longbows are used to shoot arrows at your foes. |
| On hands | Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 7 power out of 12/12) : Effective talent level: 6.0 Power cost: 7 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 171.10 fire damage and 150.06 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
| Main armor | Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)Requires: - Strength 44 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+5 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+9 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | stabilizing stralite amulet of perfection (0.32 Technique / Archery prowess,0.32 Technique / Combat veteran) stabilizing stralite amulet of perfection (0.32 Technique / Archery prowess,0.32 Technique / Combat veteran)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +20% temporal Talent masteries: +0.32 Technique / Archery prowess +0.32 Technique / Combat veteran Pinning immunity: +32% Knockback immunity: +38% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. teleportation rune (range 86)teleportation rune (range 86) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 86 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 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. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone vilestaff (30-36 power, 6 apr, darkness element)shimmering dragonbone vilestaff (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.21 Maximum mana: +80.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to 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, costing 112 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." |
This item will automatically be transmogrified when you leave the level. voratun battleaxe (58-87 power, 4 apr)voratun battleaxe (58-87 power, 4 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe of projection (59.5-89.25 power, 4 apr)voratun battleaxe of projection (59.5-89.25 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +24 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. hateful orite trident of paradox (43.5-69.6 power, 13 apr)hateful orite trident of paradox (43.5-69.6 power, 13 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.5 - 69.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +24 darkness / +24 temporal Damage against: +21% Living When wielded/worn: Damage when hit (Melee): 21 temporal Changes resistances: +19% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. arcing orichalcum trident (54-86.4 power, 16 apr)arcing orichalcum trident (54-86.4 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +21 lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. stralite dagger (28-36.4 power, 9 apr)stralite dagger (28-36.4 power, 9 apr) Requires: - Dexterity 35 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Sharp, short and deadly. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +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. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 17 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 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. |
This item will automatically be transmogrified when you leave the level. supercharged elven-wood wand of firewall [power 297] (6 cooldown)supercharged elven-wood wand of firewall [power 297] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to creates a wall of flames lasting 4 turns (dealing 362 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Fgll the Ghoul Archer level 32
23rd Dusk 123rd year of Ascendancy at 06:52 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Fgll the Ghoul Archer level 50
55th Haze 124th year of Ascendancy at 20:49 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Fgll the Ghoul Archer level 30
33rd Pyre 123rd year of Ascendancy at 01:35 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Fgll the Ghoul Archer level 36
76th Haze 123rd year of Ascendancy at 08:38 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Fgll the Ghoul Archer level 38
10th Regrowth 124th year of Ascendancy at 08:31 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Fgll the Ghoul Archer level 45
34th Dusk 124th year of Ascendancy at 15:39 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Fgll the Ghoul Archer level 35
74th Haze 123rd year of Ascendancy at 12:43 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Fgll the Ghoul Archer level 33
47th Dusk 123rd year of Ascendancy at 21:29 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Fgll the Ghoul Archer level 46
72nd Dusk 124th year of Ascendancy at 12:25 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fgll the Ghoul Archer level 14
37th Haze 122nd year of Ascendancy at 12:42 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Fgll the Ghoul Archer level 36
8th Regrowth 124th year of Ascendancy at 19:25 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Fgll the Ghoul Archer level 34
49th Dusk 123rd year of Ascendancy at 14:08 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Fgll the Ghoul Archer level 40
11st Regrowth 124th year of Ascendancy at 20:46 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Fgll the Ghoul Archer level 50
11st Regrowth 125th year of Ascendancy at 19:04 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Fgll the Ghoul Archer level 16
56th Haze 122nd year of Ascendancy at 09:16 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fgll the Ghoul Archer level 31
71st Pyre 123rd year of Ascendancy at 07:29 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Fgll the Ghoul Archer level 33
41st Dusk 123rd year of Ascendancy at 14:49 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Fgll the Ghoul Archer level 50
7th Regrowth 125th year of Ascendancy at 02:31 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Fgll the Ghoul Archer level 37
9th Regrowth 124th year of Ascendancy at 00:21 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Fgll the Ghoul Archer level 47
2nd Haze 124th year of Ascendancy at 07:45 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fgll the Ghoul Archer level 18
59th Haze 122nd year of Ascendancy at 16:10 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Fgll the Ghoul Archer level 39
11st Regrowth 124th year of Ascendancy at 20:46 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Fgll the Ghoul Archer level 10
40th Dusk 122nd year of Ascendancy at 12:34 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Fgll the Ghoul Archer level 20
2nd Wintertide 123rd year of Ascendancy at 18:44 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Fgll the Ghoul Archer level 30
32nd Pyre 123rd year of Ascendancy at 17:21 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Fgll the Ghoul Archer level 40
11st Regrowth 124th year of Ascendancy at 20:46 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Fgll the Ghoul Archer level 50
54th Haze 124th year of Ascendancy at 13:03 see stats
Now, this is impressive! (Nightmare (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Fgll the Ghoul Archer level 50
67th Regrowth 125th year of Ascendancy at 10:01 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Fgll the Ghoul Archer level 44
7th Dusk 124th year of Ascendancy at 22:15 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Fgll the Ghoul Archer level 50
74th Haze 124th year of Ascendancy at 00:18 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Fgll the Ghoul Archer level 44
32nd Dusk 124th year of Ascendancy at 07:01 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Fgll the Ghoul Archer level 50
78th Haze 124th year of Ascendancy at 10:55 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Fgll the Ghoul Archer level 14
67th Dusk 122nd year of Ascendancy at 06:41 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Fgll the Ghoul Archer level 35
49th Dusk 123rd year of Ascendancy at 23:34 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Fgll the Ghoul Archer level 20
1st Allure 123rd year of Ascendancy at 17:00 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Fgll the Ghoul Archer level 34
49th Dusk 123rd year of Ascendancy at 16:50 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Fgll the Ghoul Archer level 50
11st Regrowth 125th year of Ascendancy at 19:04 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Fgll the Ghoul Archer level 27
52nd Regrowth 123rd year of Ascendancy at 23:50 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Fgll the Ghoul Archer level 10
41st Dusk 122nd year of Ascendancy at 04:23 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Fgll the Ghoul Archer level 49
41st Haze 124th year of Ascendancy at 20:21 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Fgll the Ghoul Archer level 24
27th Regrowth 123rd year of Ascendancy at 06:49 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Fgll the Ghoul Archer level 50
11st Regrowth 125th year of Ascendancy at 19:04 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Fgll the Ghoul Archer level 43
4th Mirth 124th year of Ascendancy at 23:51 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Fgll the Ghoul Archer level 8
35th Dusk 122nd year of Ascendancy at 17:06 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Fgll the Ghoul Archer level 40
7th Pyre 124th year of Ascendancy at 07:53 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Fgll the Ghoul Archer level 24
26th Regrowth 123rd year of Ascendancy at 19:13 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Fgll the Ghoul Archer level 21
10th Allure 123rd year of Ascendancy at 13:48 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Fgll the Ghoul Archer level 15
46th Haze 122nd year of Ascendancy at 02:40 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Fgll the Ghoul Archer level 29
32nd Pyre 123rd year of Ascendancy at 17:21 see stats
Log
Fgll shoots!
Fgll's Shoot performs a ranged critical strike against Poison ooze!
Poison ooze splits in two!
Fgll's Shoot hits Poison ooze for 701 physical damage.
Fgll's Shoot killed Poison ooze!
Fgll shoots!
Fgll's Shoot performs a ranged critical strike against Poison ooze!
Fgll's Shoot hits Poison ooze for 1398 physical, , 30 darkness, 17 physical, , , 19 nature, 9 lightning (1473 total damage).
Poison ooze is dazed!
Fgll shoots!
Fgll's Shoot performs a ranged critical strike against Poison ooze!
Fgll's Shoot hits Poison ooze for 1374 physical damage.
Fgll's Shoot killed Poison ooze!
Fgll shoots!
Fgll's Shoot performs a ranged critical strike against Poison ooze!
Poison ooze shrugs off the critical damage!
Poison ooze is not dazed anymore.
Fgll's Shoot hits Poison ooze for 968 physical damage.
Fgll's Shoot killed Poison ooze!
Fgll picks up (j.): stralite dagger (28-36.4 power, 9 apr).
Saving game...
Saving done.
Fgll deactivates Slow Motion.
Fgll deactivates Aim.
