








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.0Combines 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 50 / 1434% |
| Size | big |
| Lifes / Deaths | Killed by Skeleton Man at level 29 on the 34th Pyre 123rd year of Ascendancy at 03:57 1 / 7Killed by multi-hued drake at level 50 on the 33rd Pyre 124th year of Ascendancy at 10:08 Killed by orc corruptor at level 50 on the 49th Pyre 124th year of Ascendancy at 13:43 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 10th Mirth 124th year of Ascendancy at 08:32 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 10th Mirth 124th year of Ascendancy at 12:49 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 10th Mirth 124th year of Ascendancy at 16:12 Killed by Atamathon the Giant Golem at level 50 on the 8th Flare 124th year of Ascendancy at 08:29 |
Primary Stats
| Strength | 18 (base 9) |
| Dexterity | 58 (base 35) |
| Constitution | 66 (base 60) |
| Magic | 124 (base 65) |
| Willpower | 89 (base 60) |
| Cunning | 51 (base 17) |
Resources
| Life | 1005/1005 |
| Mana | 706/728 |
| Negative | 188/197 |
| Soul | 7/13 |
| Healing Factor | 1.3559322033898 |
| Regeneration | 0.33898305084745 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 11 |
| See Stealth | 28.624896677452 |
| See Invisible | 54.315077306161 |
Offense: Mainhand
| Damage | 179 |
| Accuracy | 40 |
| Crit Chance | 19% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 83 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Darkness | +157% |
| Light | +19% |
| Temporal | +19% |
| Blight | +16% |
| Physical | +22% |
| Cold | +37% |
| All | +7% |
Offense: Damage Penetration
| Darkness | +31% |
| Temporal | +16% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 39.224317855222 (45%) |
| Defense | 49 |
| Ranged Defense | 50 |
| Fatigue | 5 |
| Physical Save | 43 |
| Spell Save | 76 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 30%( 85%) |
| Blight | + 31%( 85%) |
| Physical | + 32%( 85%) |
| Cold | + 77%( 85%) |
| All | + 22%( 85%) |
| Darkness | + 85%( 85%) |
| Light | + 31%( 85%) |
| Temporal | + 77%( 85%) |
| Lightning | + 30%( 85%) |
| Fire | + 30%( 85%) |
| Nature | + 27%( 85%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 22% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 48% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 616 damage for 6 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 720 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1384% for 10 turns and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 602.14 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 462 damage for 6 turns. |
Class Talents
| Spell / Animus | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Advanced necrotic minions | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Nightfall | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Corruption of the Doomed |
| talent | Defensive Posture |
| talent | Keen Senses |
| talent | Premonition |
| talent | Necrotic Aura |
| beneficial effect | The target is out of phase with reality, increasing defense by 23, resist all by 15%, and reducing the duration of detrimental timed effects by 17%. Out of Phase |
| beneficial effect | The target is surrounded by a magical shield, absorbing 492/720 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
| beneficial effect | The target's spellpower has been increased by 8. Spellsurge |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Reduces darkness damage received by 35%. Premonition Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 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 successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | 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 Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by ghast. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +2. | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1213. | 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 Ungrol of Last Hope. 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. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 too late. The place has been drained of its power and the sorcerers have left. 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 CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 |
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 drakeskin leather boots of void walking (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +27% darkness / +30% temporal Changes resistances penetration: +16% darkness / +16% temporal Defense after a teleport: +23 Resist all after a teleport: +15% New effects duration reduction after a teleport: +17% A pair of boots made of leather. |
| Light source | watchleader's dwarven lantern of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +12% light Changes damage: +11% darkness Damage affinity(heal): +5% darkness Blindness immunity: +48% Confusion immunity: +22% Light radius: +9 Infravision radius: +5 See stealth: +13 See invisible: +18 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | fearwoven elven-silk wizard hat of arcana (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +5 Wil Changes resistances: +14% darkness / +11% physical Changes damage: +14% darkness / +15% physical Maximum hate: +10.00 Spellpower: +5 (+1 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
| Tool | Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 266.56 temporal and 575.68 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
| On fingers | Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. The set is complete. When wielded/worn: Changes resistances: +15% darkness / +10% cold Changes damage: +24% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +18 (+3 eff.) It can be used to activate talent Impending Doom (costing 40 power out of 40/40) : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and will take 121% of its remaining life (or 958.40, whichever is lower) over 10 turns as arcane damage. The damage will increase with your Spellpower. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
| On fingers | wizard's gold ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +6 (+2 eff.) Rings can have magical properties. |
| Around waist | Zerirath the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +6 Dex / +2 Wil / +6 Cun / +10 Lck Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Changes damage: +9% blight Trap disarming bonus: +24 Stealth bonus: +12 Physical save: +15 (+5 eff.) Spell save: +11 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Maximum vim: +30.00 Spell crit. chance: +6% Mindpower: +12 (+4 eff.) Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
| In main hand | Sceptre of the Archlich (150% power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. The set is complete. Power: 150% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.10 Spell / Advanced necrotic minions +0.20 Celestial / Star fury +0.20 Spell / Nightfall Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mana each turn: +0.50 Maximum mana: +50.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
| On hands | Hanotodas the Unlightdeath (3 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage (Melee): 9 nature Changes resistances: +12% blight / +2% physical / +7% nature / +6% darkness Changes damage: +8% nature Spell save: +20 (+5 eff.) Mental save: +10 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+6 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 39, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
| Cloak | shadow elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +19% darkness Changes resistances penetration: +15% darkness Changes damage: +21% darkness Stealth bonus: +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 9 light / 10 darkness Effects when hit in melee: * 12% chance to inflict 15% damage reduction * 14% chance to blind Changes damage: +12% light / +10% darkness Physical save: +24 (+8 eff.) Spell save: +19 (+5 eff.) Mental save: +23 (+6 eff.) Amulets can have magical properties. |
Inventory
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. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Awakened Staff of Absorption (172% 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. Power: 172% Range: 1.2x Uses stat: 130% Mag 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 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." |
Dairulentir the DarkdashInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +25 (+9 eff.) Armour: +4 Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +10 Str / +7 Con Changes resistances: +20% acid / +19% fire / +20% lightning / +18% cold Changes damage: +3% temporal Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Life regen: +0.80 Size category: +2 A belt that goes around your waist. |
GlintscarInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +2 Wil / +12 Con Changes resistances: +3% lightning / +15% fire / +14% cold Changes damage: +9% light Grants telepathy: Humanoid/Orc Mental save: +28 (+7 eff.) Confusion immunity: +10% Maximum life: +69.00 Mindpower: +19 (+6 eff.) A belt that goes around your waist. |
shadow elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +25% darkness Changes resistances penetration: +13% darkness Changes damage: +18% darkness Stealth bonus: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Borenarirath the pair of hardened leather boots (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Dex / +3 Wil / +3 Cun / +6 Con / +8 Lck Changes resistances: +6% mind Changes resistances penetration: +15% mind / +7% physical Reduces incoming crit damage: 10.00% Stealth bonus: +7 Physical save: +13 (+5 eff.) Mental save: +14 (+4 eff.) Mindpower: +4 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
drakeskin leather gloves 'Jetstun' (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Armour: +3 Damage (Melee): 8 fire Damage when hit (Melee): 8 darkness Changes stats: +7 Cun / +9 Dex Changes resistances: +6% cold / +10% fire Changes resistances penetration: +25% darkness Changes damage: +6% acid / +9% fire / +6% darkness Critical mult.: +10.00% Spell crit. chance: +19% Mental crit. chance: +20% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
64 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
void-walker's alchemist's lamp of the moonsPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% temporal / +7% light / +7% cold Changes damage: +11% darkness Damage affinity(heal): +5% darkness Light radius: +3 Infravision radius: +3 Defense after a teleport: +12 Resist all after a teleport: +13% New effects duration reduction after a teleport: +12% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 6.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 676.69 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 140 power out of 140/140. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
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)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)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)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)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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Recall (1/1)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 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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 800.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Skeleton Man the Lich Necromancer level 31
69th Pyre 123rd year of Ascendancy at 14:52 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Skeleton Man the Lich Necromancer level 37
13rd Dusk 123rd year of Ascendancy at 17:17 see stats
Against all odds
Killed Ukruk in the ambush.By Skeleton Man the Lich Necromancer level 31
43rd Pyre 123rd year of Ascendancy at 05:28 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Skeleton Man the Doomelf Necromancer level 28
77th Regrowth 123rd year of Ascendancy at 15:50 see stats
Arachnophobia
Destroyed the spydric menace.By Skeleton Man the Lich Necromancer level 34
2nd Summertide 123rd year of Ascendancy at 22:28 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Skeleton Man the Lich Necromancer level 50
80th Regrowth 124th year of Ascendancy at 18:01 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Skeleton Man the Lich Necromancer level 44
10th Decay 123rd year of Ascendancy at 07:56 see stats
Brave new world
Went to the Far East and took part in the war.By Skeleton Man the Lich Necromancer level 33
8th Mirth 123rd year of Ascendancy at 14:04 see stats
Bringer of Doom
Killed a Bringer of Doom.By Skeleton Man the Doomelf Necromancer level 16
44th Dusk 122nd year of Ascendancy at 17:49 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Skeleton Man the Doomelf Necromancer level 24
78th Haze 122nd year of Ascendancy at 11:55 see stats
Clone War
Destroyed your own Shade.By Skeleton Man the Lich Necromancer level 49
52nd Regrowth 124th year of Ascendancy at 07:25 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Skeleton Man the Doomelf Necromancer level 22
2nd Haze 122nd year of Ascendancy at 14:42 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Skeleton Man the Lich Necromancer level 32
79th Pyre 123rd year of Ascendancy at 22:08 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Skeleton Man the Lich Necromancer level 37
16th Dusk 123rd year of Ascendancy at 05:56 see stats
Explorer
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Skeleton Man the Lich Necromancer level 48
17th Regrowth 124th year of Ascendancy at 11:37 see stats
Exterminator
Killed 1000 creatures.By Skeleton Man the Doomelf Necromancer level 16
43rd Dusk 122nd year of Ascendancy at 19:20 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Skeleton Man the Doomelf Necromancer level 22
44th Haze 122nd year of Ascendancy at 01:10 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Skeleton Man the Lich Necromancer level 50
13rd Pyre 124th year of Ascendancy at 17:08 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Skeleton Man the Lich Necromancer level 38
26th Dusk 123rd year of Ascendancy at 19:54 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Skeleton Man the Doomelf Necromancer level 5
78th Pyre 122nd year of Ascendancy at 17:31 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skeleton Man the Doomelf Necromancer level 22
12nd Haze 122nd year of Ascendancy at 15:58 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Skeleton Man the Lich Necromancer level 50
80th Regrowth 124th year of Ascendancy at 19:56 see stats
Level 10
Got a character to level 10.By Skeleton Man the Doomelf Necromancer level 10
8th Flare 122nd year of Ascendancy at 08:39 see stats
Level 20
Got a character to level 20.By Skeleton Man the Doomelf Necromancer level 20
68th Dusk 122nd year of Ascendancy at 00:13 see stats
Level 30
Got a character to level 30.By Skeleton Man the Lich Necromancer level 30
39th Pyre 123rd year of Ascendancy at 11:14 see stats
Level 40
Got a character to level 40.By Skeleton Man the Lich Necromancer level 40
52nd Dusk 123rd year of Ascendancy at 01:35 see stats
Level 50
Got a character to level 50.By Skeleton Man the Lich Necromancer level 50
62nd Regrowth 124th year of Ascendancy at 23:12 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Skeleton Man the Doomelf Necromancer level 29
34th Pyre 123rd year of Ascendancy at 03:57 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Skeleton Man the Doomelf Necromancer level 21
72nd Dusk 122nd year of Ascendancy at 17:01 see stats
Orcrist
Killed the leaders of the Orc Pride.By Skeleton Man the Lich Necromancer level 50
64th Regrowth 124th year of Ascendancy at 03:48 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Skeleton Man the Doomelf Necromancer level 22
74th Dusk 122nd year of Ascendancy at 11:59 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Skeleton Man the Lich Necromancer level 42
45th Haze 123rd year of Ascendancy at 11:28 see stats
Size is everything
Did over 1500 damage in one attack.By Skeleton Man the Lich Necromancer level 46
5th Regrowth 124th year of Ascendancy at 04:34 see stats
Size matters
Did over 600 damage in one attack.By Skeleton Man the Lich Necromancer level 30
40th Pyre 123rd year of Ascendancy at 18:50 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Skeleton Man the Lich Necromancer level 33
1st Mirth 123rd year of Ascendancy at 03:26 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Skeleton Man the Lich Necromancer level 50
61st Pyre 124th year of Ascendancy at 03:57 see stats
That was close
Killed your target while having only 1 life left.By Skeleton Man the Doomelf Necromancer level 19
66th Dusk 122nd year of Ascendancy at 12:33 see stats
The Arena
Unlocked Arena mode.By Skeleton Man the Doomelf Necromancer level 11
2nd Dusk 122nd year of Ascendancy at 16:02 see stats
The High Lady's destiny
Won ToME by closing the Void portal using Aeryn as a sacrifice.By Skeleton Man the Lich Necromancer level 50
61st Pyre 124th year of Ascendancy at 03:59 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Skeleton Man the Lich Necromancer level 50
64th Regrowth 124th year of Ascendancy at 08:45 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Skeleton Man the Doomelf Necromancer level 26
40th Regrowth 123rd year of Ascendancy at 16:17 see stats
The secret city
Discovered the truth about mages.By Skeleton Man the Doomelf Necromancer level 8
3rd Summertide 122nd year of Ascendancy at 01:48 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Skeleton Man the Lich Necromancer level 41
17th Haze 123rd year of Ascendancy at 09:49 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Skeleton Man the Doomelf Necromancer level 28
32nd Pyre 123rd year of Ascendancy at 10:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Skeleton Man the Doomelf Necromancer level 19
66th Dusk 122nd year of Ascendancy at 18:25 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Skeleton Man the Lich Necromancer level 30
42nd Pyre 123rd year of Ascendancy at 06:57 see stats
Log
Shadow hits Atamathon the Giant Golem for 42 physical damage.
Atamathon the Giant Golem hits Shadow for 97 physical, 484 fire (581 total damage).
Atamathon the Giant Golem hits Skeleton Man for (113 absorbed), 0 darkness, 51 healing (0 total damage) [51 healing].
Skeleton Man hits Shadow for 0 darkness damage.
Skeleton Man hits Atamathon the Giant Golem for 561 darkness, 113 reflected (674 total damage).
Atamathon the Giant Golem's skin returns to normal.
Skeleton Man killed Shadow!
Atamathon the Giant Golem hits Something for (245 absorbed), 0 fire, (300 absorbed), 18 light, 324 physical (343 total damage).
Atamathon the Giant Golem hits Something for 374 fire, 240 light (613 total damage).
Atamathon the Giant Golem hits Something for 255 fire, 428 light (683 total damage).
Atamathon the Giant Golem hits Something for 214 fire, 287 light, 214 physical (715 total damage).
Atamathon the Giant Golem hits Something for 238 fire, 340 light, 241 physical (820 total damage).
Atamathon the Giant Golem hits Something for (15 absorbed), 238 fire, 351 light, 287 physical (875 total damage).
Talent Invoke Darkness is ready to use.
There is a Golem Graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Skeleton Man deactivates Necrotic Aura.
Skeleton Man deactivates Corruption of the Doomed.
Skeleton Man deactivates Keen Senses.
Skeleton Man deactivates Blurred Mortality.
Skeleton Man is no longer surging arcane power.
The shield around Skeleton Man crumbles.
The protective shield of Skeleton Man disappears.
Skeleton Man is no longer out of phase.
Skeleton Man deactivates Defensive Posture.
Skeleton Man deactivates Premonition.
























































































