









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Ashes of Urh'Rok 1.7.0Official 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Delete Alternate Sandworm Lair 1.6.6Deletes alt SWL from the game. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Improved Auto-explore and Rest 1.6.5Quality 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. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Cursed |
Level / Exp | 50 / 2891% |
Size | big |
Lifes / Deaths | Killed by Curse of the Way at level 50 on the 72nd Pyre 123rd year of Ascendancy at 13:58 / 2Killed by Curse of the Way at level 50 on the 73rd Pyre 123rd year of Ascendancy at 21:42 |
Antimagic | Follower |
Primary Stats
Strength | 187 (base 64) |
Dexterity | 48 (base 19) |
Constitution | 83 (base 50) |
Magic | 18 (base 12) |
Willpower | 113 (base 61) |
Cunning | 82 (base 40) |
Resources
Life | 1874/1838 |
Hate | 100/100 |
Stamina | 504/504 |
Equilibrium | 30 |
Healing Factor | 2.5 |
Regeneration | 161.88921324815 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +118.41281712929% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 7 |
See Stealth | 50 |
See Invisible | 57 |
Stealth | 86.529549541651 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 351 |
Accuracy | 91 |
Crit Chance | 60% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 64% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Fire | +31% |
Darkness | +39% |
Cold | +24% |
Physical | +75% |
Mind | +25% |
All | +9% |
Offense: Damage Penetration
Acid | +30% |
Blight | +10% |
Physical | +38% |
Mind | +41% |
All | 0% |
Defense: Base
Armour (hardiness) | 94.431743730669 (100%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 46 |
Mental Save | 77 |
Defense: Resistances
Acid | + 51%( 70%) |
Blight | + 28%( 70%) |
Physical | + 27%( 70%) |
Cold | + 36%( 70%) |
All | + 10%( 70%) |
Lightning | + 51%( 70%) |
Light | + 32%( 70%) |
Temporal | + 22%( 70%) |
Mind | + 49%( 70%) |
Darkness | + 33%( 70%) |
Fire | + 21%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Disarm Resistance | 50% |
Pinning Resistance | 0% |
Silence Resistance | 20% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 840 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 760% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 454 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.70 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 grave | active |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
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 talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed warg claw. * You've found the needed wretchling eyeball. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ritch stinger. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Nightmares These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +6 Defense: +20 (+5 eff.) Changes stats: +7 Wil Changes resistances: +6% nature / +3% mind Changes damage: +9% darkness Critical mult.: +19.00% Mental save: +42 (+9 eff.) Disease immunity: +24% Mindpower: +12 (+2 eff.) Mental crit. chance: +10% Light radius: +5 See stealth: +50 See invisible: +43 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 43 Changes stats: +5 Str / +5 Con Changes resistances: +20% cold / +13% nature / +3% mind Changes resistances penetration: +26% mind / +10% acid Changes damage: +6% acid / +3% mind Allows you to breathe in: water Spell save: +5 (+2 eff.) Maximum life: +110.00 Healing mod.: +19% Curse of Misfortune A cap made of leather. |
Tool | ![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Str Changes resistances penetration: +10% blight / +22% physical Changes damage: +13% mind / +11% fire Critical mult.: +5.00% Mental save: +14 (+3 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +4.00 Maximum psi: +30.00 Mental crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Nightmares This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes resistances: +3% fire Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Critical mult.: +20.00% Mental save: +3 (+1 eff.) Stun/Freeze immunity: +50% Life regen: +48.00 Hate when firing a critical mind attack: +2.00 Maximum life: +198.00 Maximum psi: +50.00 Spellpower: +16 (+8 eff.) Mindpower: +10 (+2 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +89% Curse of Shrouds Rings make your fingers look great! |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +15 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 34% Changes stats: +6 Str / +6 Dex / +5 Cun / +6 Con Changes resistances: +15% lightning / +13% temporal / +6% darkness / +9% cold Changes damage: +6% darkness / +15% cold Physical save: +15 (+4 eff.) Mental crit. chance: +15% Size category: +1 Curse of Corpses A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 172% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 41% chance to reduce all saves and defense by 43 Damage (Melee): +28 darkness / +35 mind Damage against: +28% Living When wielded/worn: Accuracy: +65 (+12 eff.) Armour penetration: +21 Effects on melee hit: * 20% chance to slow global speed by 72% Damage when hit (Melee): 8 nature Changes stats: +14 Str / +10 Wil / +10 Cun Changes resistances: +12% acid Changes resistances penetration: +10% mind / +16% physical Changes damage: +15% darkness / +21% physical Curse of Madness Massive two-handed battleaxes. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +39 (+8 eff.) Armour penetration: +14 Physical crit. chance: +3.0% Physical power: +20 (+4 eff.) Armour: +3 Defense: +20 (+5 eff.) Damage (Melee): 15 fire Changes stats: +12 Str / +6 Dex / +5 Wil / +8 Cun / +5 Con Changes resistances: +3% acid / +9% fire / +9% light Changes damage: +11% fire Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% When used to modify unarmed attacks: Power: 138% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +13 fire Curse of Misfortune It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% 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. |
Main armor | ![]() Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 Curse of Misfortune It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 4.5 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 24 Armour, 35 Defense and your attacks will gain 44% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +15 (+3 eff.) Defense: +3 (+1 eff.) Changes stats: +6 Str / +14 Dex / +9 Con Changes resistances: +4% physical Changes resistances penetration: +20% acid Changes damage: +30% physical Talent mastery: +0.40 Technique / Combat training Spell save: +12 (+4 eff.) Stamina each turn: +1.50 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +32 (+7 eff.) Defense: +37 (+9 eff.) Changes stats: +31 Lck Changes resistances: +30% lightning / +12% mind Changes resistances penetration: +5% mind Mental save: +15 (+3 eff.) Stun/Freeze immunity: +43% Psi when hit: +0.04 Reduce all damage from unseen attackers: 37% Amulets make your neck look great! |
Inventory
![]() shatter afflictions rune (absorb 119; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +5 Con Changes resistances: +16% mind / +3% darkness Changes resistances penetration: +5% darkness / +15% arcane Changes damage: +3% mind Spell save: +18 (+6 eff.) Disarm immunity: +38% Pinning immunity: +46% Knockback immunity: +43% Life regen: +14.00 Maximum life: +146.00 Maximum stamina: +36.00 Healing mod.: +18% Curse of Shrouds Rings make your fingers look great! |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +75 (+14 eff.) Armour: +2 Defense: +47 (+12 eff.) Changes stats: +10 Str / +20 Wil / +23 Con Changes resistances: +9% fire Changes damage: +13% physical Disease immunity: +10% Disarm immunity: +164% Stun/Freeze immunity: +24% Knockback immunity: +20% Maximum life: +154.00 Curse of Shrouds Massive two-handed battleaxes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) 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 (+20 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 Activation costs 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." |
![]() blighted dragonbone vilestaff of power (Misfortune) (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Maximum vim: +36.00 Spellpower: +43 (+18 eff.) Spell crit. chance: +15% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() blighted dragonbone vilestaff of power (Nightmares) (136% 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. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Vim when firing critical spell: +6.00 Maximum vim: +40.00 Spellpower: +43 (+18 eff.) Spell crit. chance: +15% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() drakeskin leather belt of valiance (Corpses) Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Wil Mental save: +15 (+3 eff.) Maximum life: +110.00 Curse of Corpses A belt that goes around your waist. |
![]() wyrmwaxed elven-silk cloak (Misfortune) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +9% acid / +10% fire / +10% lightning / +9% cold Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() stormwoven elven-silk robe of life (Shrouds) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +15% lightning / +14% cold / +19% blight / +15% all Changes damage: +24% lightning / +25% physical / +30% cold Life regen: +6.00 Maximum life: +85.00 Healing mod.: +24% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Madness It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() scholar's pair of voratun boots of tirelessness (Misfortune) (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Stamina each turn: +1.20 Maximum stamina: +29.00 Spellpower: +13 (+6 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +3 Effects on melee hit: * 25% chance to reduce all saves and defense by 43 * 20% chance to slow global speed by 72% Damage (Melee): 15 lightning / 40 darkness / 33 mind Damage when hit (Melee): 2 cold Changes stats: +6 Cun / +4 Str Changes resistances: +10% lightning / +3% nature / +15% darkness / +3% acid Changes resistances penetration: +5% cold Changes damage: +9% lightning Spell save: +9 (+3 eff.) Mental save: -5 (-1 eff.) Life regen: +9.00 Stamina each turn: +1.60 Maximum stamina: +26.00 Mindpower: +9 (+2 eff.) Infravision radius: +7 When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +12 Armour Penetration: +5 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +27 darkness Damage (radius 2) on crit: +15 lightning Curse of Madness It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() defender's drakeskin leather cap of fortune (Misfortune) (8 def, 14 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +16 Lck Changes resistances: +6% all Physical save: +13 (+3 eff.) Spell crit. chance: +8% Mental crit. chance: +8% Curse of Misfortune A cap made of leather. |
![]() grounding drakeskin leather cap of constitution (+10) (Misfortune) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Con Changes resistances: +13% lightning / +15% temporal Curse of Misfortune A cap made of leather. |
![]() 0.00 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. |
![]() 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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() 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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() 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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() 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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 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 Activation costs 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. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 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. |
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.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
By Curse of the Way the Yeek Cursed level 42
62nd Regrowth 123rd year of Ascendancy at 19:50 see stats
By Curse of the Way the Yeek Cursed level 35
32nd Haze 122nd year of Ascendancy at 12:17 see stats
By Curse of the Way the Yeek Cursed level 50
40th Pyre 123rd year of Ascendancy at 00:16 see stats
By Curse of the Way the Yeek Cursed level 35
28th Haze 122nd year of Ascendancy at 15:06 see stats
By Curse of the Way the Yeek Cursed level 21
32nd Dusk 122nd year of Ascendancy at 19:26 see stats
By Curse of the Way the Yeek Cursed level 44
80th Regrowth 123rd year of Ascendancy at 17:32 see stats
By Curse of the Way the Yeek Cursed level 39
68th Haze 122nd year of Ascendancy at 11:25 see stats
By Curse of the Way the Yeek Cursed level 32
24th Haze 122nd year of Ascendancy at 06:28 see stats
By Curse of the Way the Yeek Cursed level 43
77th Regrowth 123rd year of Ascendancy at 07:05 see stats
By Curse of the Way the Yeek Cursed level 38
66th Haze 122nd year of Ascendancy at 10:55 see stats
By Curse of the Way the Yeek Cursed level 33
27th Haze 122nd year of Ascendancy at 07:35 see stats
By Curse of the Way the Yeek Cursed level 23
50th Dusk 122nd year of Ascendancy at 20:38 see stats
By Curse of the Way the Yeek Cursed level 29
8th Haze 122nd year of Ascendancy at 00:47 see stats
By Curse of the Way the Yeek Cursed level 24
50th Dusk 122nd year of Ascendancy at 21:38 see stats
By Curse of the Way the Yeek Cursed level 50
54th Pyre 123rd year of Ascendancy at 06:47 see stats
By Curse of the Way the Yeek Cursed level 31
21st Haze 122nd year of Ascendancy at 22:21 see stats
By Curse of the Way the Yeek Cursed level 10
10th Mirth 122nd year of Ascendancy at 06:23 see stats
By Curse of the Way the Yeek Cursed level 20
17th Dusk 122nd year of Ascendancy at 21:01 see stats
By Curse of the Way the Yeek Cursed level 30
11st Haze 122nd year of Ascendancy at 18:27 see stats
By Curse of the Way the Yeek Cursed level 40
72nd Haze 122nd year of Ascendancy at 19:28 see stats
By Curse of the Way the Yeek Cursed level 50
26th Pyre 123rd year of Ascendancy at 18:19 see stats
By Curse of the Way the Yeek Cursed level 50
52nd Pyre 123rd year of Ascendancy at 22:34 see stats
By Curse of the Way the Yeek Cursed level 50
69th Pyre 123rd year of Ascendancy at 21:47 see stats
By Curse of the Way the Yeek Cursed level 50
33rd Pyre 123rd year of Ascendancy at 19:37 see stats
By Curse of the Way the Yeek Cursed level 41
8th Regrowth 123rd year of Ascendancy at 15:29 see stats
By Curse of the Way the Yeek Cursed level 37
65th Haze 122nd year of Ascendancy at 10:47 see stats
By Curse of the Way the Yeek Cursed level 47
13rd Pyre 123rd year of Ascendancy at 20:33 see stats
By Curse of the Way the Yeek Cursed level 26
56th Dusk 122nd year of Ascendancy at 16:49 see stats
By Curse of the Way the Yeek Cursed level 39
66th Haze 122nd year of Ascendancy at 12:57 see stats
By Curse of the Way the Yeek Cursed level 50
73rd Pyre 123rd year of Ascendancy at 21:40 see stats
By Curse of the Way the Yeek Cursed level 11
1st Summertide 122nd year of Ascendancy at 19:56 see stats
By Curse of the Way the Yeek Cursed level 50
53rd Pyre 123rd year of Ascendancy at 00:48 see stats
By Curse of the Way the Yeek Cursed level 50
73rd Pyre 123rd year of Ascendancy at 21:42 see stats
By Curse of the Way the Yeek Cursed level 50
52nd Pyre 123rd year of Ascendancy at 06:24 see stats
By Curse of the Way the Yeek Cursed level 13
5th Flare 122nd year of Ascendancy at 20:02 see stats
By Curse of the Way the Yeek Cursed level 41
10th Decay 122nd year of Ascendancy at 08:44 see stats
By Curse of the Way the Yeek Cursed level 24
52nd Dusk 122nd year of Ascendancy at 21:10 see stats
By Curse of the Way the Yeek Cursed level 19
16th Dusk 122nd year of Ascendancy at 13:23 see stats
By Curse of the Way the Yeek Cursed level 50
73rd Pyre 123rd year of Ascendancy at 21:42 see stats
By Curse of the Way the Yeek Cursed level 50
72nd Pyre 123rd year of Ascendancy at 13:58 see stats
By Curse of the Way the Yeek Cursed level 34
28th Haze 122nd year of Ascendancy at 06:00 see stats
Log
Argoniel speeds up.
Argoniel is no longer weakened.
Bleeding from Curse of the Way hits Argoniel for 1003 physical damage.
Curse of the Way performs a melee critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Argoniel is no longer being stalked by Curse of the Way.
Your summoned terror disappears.
Your summoned terror disappears.
Curse of the Way hits Argoniel for 2478 physical damage.
Curse of the Way is free from the epidemic.
Talent Disarm is ready to use.
Talent Blindside is ready to use.
Curse of the Way killed Argoniel!
Curse of the Way receives 44 healing from Unnatural Body.
Acid Splash from Argoniel hits Curse of the Way for (19 antimagic), 0 acid (0 total damage).
Woeful Corrosion from Argoniel hits Curse of the Way for (21 antimagic), 0 acid (0 total damage).
High Sun Paladin Aeryn casts Healing Light.
Curse of the Way's manaburn arcane area effect hits Curse of the Way for 0 arcane damage.
High Sun Paladin Aeryn receives 645 healing.
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Triumph of the Way (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.