Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Hulk! 1.4.4 Items Vault 1.4.8Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. ZOmnibus Addon Pack 1.4.0Combines 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: Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Hulk |
| Class | Bulwark |
| Level / Exp | 50 / 745% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 1099 (base 60) |
| Dexterity | 1094 (base 60) |
| Constitution | 1093 (base 60) |
| Magic | 1070 (base 60) |
| Willpower | 1080 (base 60) |
| Cunning | 1104 (base 60) |
Resources
| Psi_feedback | 156/735 |
| Life | 883778/883781 |
| Equilibrium | 20 |
| Stamina | 3872/3872 |
| Psi | 2190/2190 |
| Healing Factor | 0.5 |
| Regeneration | 5078.503076231 |
Speed
| Mental | +200.3% |
| Attack | +200.3% |
| Movement | +368.5% |
| Spell | +200.3% |
| Global | +363.86509132968% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 1861 |
| Accuracy | 248 |
| Crit Chance | 852% |
| APR | 110 |
| Speed | 0.33 |
Offense: Spell
| Spellpower | 221 |
| Crit Chance | 100% |
| Speed | 0.33300033300033 |
| Cooldown Reduction | 95.55 |
Offense: Mind
| Mindpower | 233 |
| Crit Chance | 100% |
| Speed | 0.33300033300033 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 26.94726217627 (100%) |
| Defense | 164 |
| Ranged Defense | 165 |
| Fatigue | 20 |
| Physical Save | 256 |
| Spell Save | 255 |
| Mental Save | 253 |
Defense: Resistances
| All | +120%(100%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Bleed Resistance | 5% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 36% |
| Pinning Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 9999 damage for 999 turns. |
Class Talents
| Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Elemental Harmony |
| talent | Exploit Weakness |
| talent | Precise Strikes |
| talent | Daunting Presence |
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| detrimental effect | The target's physical resistance has been reduced by -10%. Weakened Defenses |
| beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (6.5 counters remaining) Counter Attacking |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| detrimental effect | Reduces global action speed by 60%. Slow |
| beneficial effect | Increases global speed by 61%. Elemental Harmony |
| beneficial effect | You gain 169% resistance against fire. Resolve |
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 |
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 again | active |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Trollmire) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 7 of Dreadfell) | failed |
You abandoned repented thief to death. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned repented thief to death. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You abandoned temporal explorer to death. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | active |
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 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. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 Clear | active |
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 | Ravenradiance the pair of drakeskin leather boots (12 def, 11 armour) Ravenradiance the pair of drakeskin leather boots (12 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +11 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +5% Changes resistances: +15% fire / +9% mind / +15% cold Changes resistances penetration: +5% darkness Mental save: +10 (+1 eff.) Poison immunity: +10% Pinning immunity: +10% Infravision radius: +1 A pair of boots made of leather. |
| Light source | alchemist's lamp 'Urthydil' alchemist's lamp 'Urthydil'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% blight / +9% fire / +3% nature / +3% lightning Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+1 eff.) Pinning immunity: +5% Life regen: +3.80 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Xithra' (12 def, 5 armour) drakeskin leather cap 'Xithra' (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +7 Armour: +5 Defense: +12 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn Damage when hit (Melee): 8 mind Changes stats: +12 Cun / +5 Dex Changes resistances: +12% acid / +1% physical / +20% light / +6% nature / +8% arcane / +19% darkness Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Only die when reaching: -60.00 life Maximum hate: +4.00 Mindpower: +4 (+0 eff.) A cap made of leather. |
| Tool | Blindriver the voratun torque of thermal psionic shield [power 283] (19 cooldown) Blindriver the voratun torque of thermal psionic shield [power 283] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +3% light / +3% lightning Changes damage: +12% lightning / +9% nature / +6% light Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast Light radius: +1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 283 for 7 turns, putting all charms on cooldown for 19 turns. When used: 100% chance to regenerate 20 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Elenedar ElenedarCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Changes stats: +8 Cun / +5 Wil Changes resistances: +6% temporal Mental save: +3 (+1 eff.) Disease immunity: +10% Pinning immunity: +15% Stun/Freeze immunity: +26% Life regen: +1.40 Mindpower: +7 (+0 eff.) Rings can have magical properties. |
| On fingers | Unraruikath UnraruikathInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +14 (+1 eff.) Changes stats: +10 Str / +9 Con Changes resistances: +40% lightning / +6% temporal / +13% blight / +9% fire / +10% nature Changes resistances penetration: +5% physical Changes damage: +20% lightning Poison immunity: +26% Disease immunity: +27% Cut immunity: +5% Life regen: +0.20 Maximum stamina: +10.00 Rings can have magical properties. |
| Around waist | Belurakira BelurakiraInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +13% acid / +14% temporal / +6% darkness / +3% physical / +15% fire / +17% cold / +28% lightning Physical save: +10 (+1 eff.) Disarm immunity: +10% Stun/Freeze immunity: +10% A belt that goes around your waist. |
| In main hand | Shinerupture (81.5-130.4 power, 4 apr) Shinerupture (81.5-130.4 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.5 - 130.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 10 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +8 light When wielded/worn: Physical crit. chance: +20.0% Effects on melee hit: * 10 arcane resource burn * 30% chance to blind Changes stats: +2 Str / +7 Con Changes resistances: +9% darkness Changes resistances penetration: +5% light Spell save: +6 (+1 eff.) Massive two-handed swords. |
| On hands | voratun gauntlets 'Cleansezephyr,' (0 def, 3 armour) voratun gauntlets 'Cleansezephyr,' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +19 Armour: +3 Fatigue: -6% Effects on melee hit: * Slows global speed by 15% Damage (Melee): 15 nature Damage when hit (Melee): 12 nature Changes stats: +5 Str / +16 Dex / +14 Cun Changes resistances: +9% nature Changes damage: +10% nature Talent cooldown: Double Strike (-1 turn) Maximum encumbrance: +20 Physical save: +15 (+1 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.3 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | fortifying dwarven-steel mail armour of clarity (3 def, 8 armour) fortifying dwarven-steel mail armour of clarity (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Changes stats: +5 Str / +5 Con Changes resistances: +8% mind Mental save: +19 (+2 eff.) Maximum life: +66.00 A suit of armour made of mail. |
| Cloak | elven-silk cloak 'Sulfurenvy' (18 def, 10 armour) elven-silk cloak 'Sulfurenvy' (18 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +18 (+2 eff.) Effects on melee hit: * Slows global speed by 45% Changes stats: +7 Str / +3 Dex / +4 Wil / +4 Con Changes resistances: +15% mind / +3% temporal Physical save: +43 (+3 eff.) Spell save: +25 (+2 eff.) Mental save: +49 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous gold amulet of willpower (+13) serendipitous gold amulet of willpower (+13)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+1 eff.) Defense: +10 (+1 eff.) Changes stats: +13 Lck / +7 Wil Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (4470.00 temporal damage, removed from time 4 turns) Rune of the Rift (4470.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Inflicts 9163.50 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
starseer's gold amulet of murder starseer's gold amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Changes stats: +3 Mag Changes damage: +6% darkness / +5% temporal / +5% light / +6% physical Critical mult.: +15.00% Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Eilinann the voratun amulet Eilinann the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +10 (+1 eff.) Changes stats: +3 Mag Changes resistances cap: +4% all Changes damage: +9% temporal Physical save: +25 (+2 eff.) Teleport immunity: +50% Mana each turn: +0.46 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -60.00 life Maximum life: +30.00 Maximum mana: +44.00 Maximum stamina: +10.00 It can be used to teleport you randomly (rad 50), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
voratun amulet 'Gloruta' voratun amulet 'Gloruta'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+2 eff.) Defense: +20 (+2 eff.) Fatigue: -10% Changes stats: +4 Str / +20 Lck / +11 Con Changes damage: +3% mind Grants telepathy: Dragon Life regen: +3.00 Mental crit. chance: +1% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
Naturevenom the stralite ring Naturevenom the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 10% chance to cause random gloom * 10% chance to gain 10% of a turn Damage (Melee): 10 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +6 Str / +3 Cun / +5 Con Changes resistances penetration: +10% nature Changes damage: +3% nature / +9% temporal Silence immunity: +29% Mana each turn: +0.18 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 5.2 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses 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 (+4 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 120 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." |
iron longsword (11.5-16.1 power, 2 apr) iron longsword (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
chilling stralite dagger of the mystic (27.5-35.75 power, 9 apr) chilling stralite dagger of the mystic (27.5-35.75 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 cold When wielded/worn: Changes stats: +4 Mag / +3 Wil Spellpower: +8 (+1 eff.) Sharp, short and deadly. |
Voidmoon the voratun dagger (39.5-51.35 power, 9 apr) Voidmoon the voratun dagger (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +9 darkness / +16 mind Burst (radius 1) on hit: +12 blight Damage against: +16% Living When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Damage when hit (Melee): 12 darkness / 12 mind Changes resistances penetration: +35% mind Changes damage: +9% mind Grants telepathy: Humanoid/Orc Critical mult.: +16.00% Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
voratun dagger 'Brightworth' (36-46.8 power, 9 apr) voratun dagger 'Brightworth' (36-46.8 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 45% Dex, 45% Str Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 23% chance to cause random gloom * 28% chance to corrode armour Damage (Melee): +16 light / +16 temporal / +15 mind / +16 nature When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +1% physical Changes resistances penetration: +9% acid Disease immunity: +20% Knockback immunity: +10% Life regen: +2.00 Sharp, short and deadly. |
iron shield (4 def, 2 armour, 9.5-11.4 power, 21.5 block) iron shield (4 def, 2 armour, 9.5-11.4 power, 21.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
Black Mesh (8 def, 2 armour, 31.5-37.8 power, 103.5 block) Black Mesh (8 def, 2 armour, 31.5-37.8 power, 103.5 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +104 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Strikewinter the woollen robe (0 def, 0 armour) Strikewinter the woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +15% lightning Critical mult.: +5.00% Mental save: +21 (+2 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ravensever the drakeskin leather armour (29 def, 18 armour) Ravensever the drakeskin leather armour (29 def, 18 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +29 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 12 darkness Changes stats: +10 Str / +10 Dex / +6 Cun Changes resistances: +9% lightning / +3% darkness / +3% cold / +30% fire / +3% nature / +6% arcane Changes resistances penetration: +5% lightning Physical save: +20 (+2 eff.) Mental save: +25 (+2 eff.) A suit of armour made of leather. |
spiked drakeskin leather armour of fire resistance (5 def, 8 armour) spiked drakeskin leather armour of fire resistance (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 10 physical Changes resistances: +26% fire A suit of armour made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
Isotira (3 def, 8 armour) Isotira (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Changes stats: +2 Str / +2 Dex / +4 Mag / +2 Cun Changes resistances: +24% acid Psi when hit: +0.04 Mindpower: +2 (+0 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +10 A suit of armour made of mail. |
Bleakwasp (20 def, 20 armour) Bleakwasp (20 def, 20 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +1.0% Armour: +20 Defense: +20 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 14 light Changes stats: +2 Dex / +6 Wil / +7 Cun Changes resistances: +27% blight / +2% physical / +21% darkness / +30% lightning Changes resistances penetration: +5% darkness / +30% physical Changes damage: +3% darkness Physical save: +18 (+1 eff.) Mental save: +23 (+2 eff.) Equilibrium when hit: +0.04 Light radius: +1 A suit of armour made of mail. |
Velogama the Cloudpain (5 def, 16 armour) Velogama the Cloudpain (5 def, 16 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+0 eff.) Fatigue: +16% Effects on melee hit: * 45% chance to daze * 45% chance to corrode armour Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +15% acid / +3% temporal / +30% darkness / +30% blight / +15% cold / +10% mind / +3% lightning Changes resistances penetration: +15% arcane Changes damage: +9% acid / +15% temporal / +6% arcane / +15% lightning Allows you to breathe in: water Mental save: +22 (+2 eff.) Light radius: +2 A suit of armour made of mail. |
cashmere cloak (2 def, 0 armour) cashmere cloak (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of battle (10 def, 0 armour) enveloping cashmere cloak of battle (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +10 (+1 eff.) Fatigue: -4% Physical save: +8 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 6734.25 cold damage and condensing the air into freezing vapors that deal 2244.75 cold damage (based on Magic) each turn for 10 turns, costing 18 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
elven-silk cloak 'Polurin' (3 def, 4 armour) elven-silk cloak 'Polurin' (3 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+0 eff.) Changes stats: +10 Str / +9 Con Changes resistances: +10% acid / +1% physical / +10% cold / +10% fire / +10% lightning Physical save: +21 (+2 eff.) Blindness immunity: +15% Silence immunity: +15% Maximum life: +110.00 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +28% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
Thunderwish (0 def, 2 armour) Thunderwish (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Armour: +2 Effects on melee hit: * 30% chance to daze Damage (Melee): 10 temporal Damage (Ranged): 11 temporal Changes stats: +4 Cun / +4 Dex Changes resistances: +6% temporal Changes resistances penetration: +10% mind Changes damage: +5% temporal Grants telepathy: Humanoid/Orc Mental save: +20 (+2 eff.) Life regen: +1.30 Stamina each turn: +1.10 Maximum stamina: +10.00 Mindpower: +2 (+0 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.3 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of regeneration (0 def, 2 armour) dwarven-steel gauntlets of regeneration (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Life regen: +2.10 Stamina each turn: +0.30 Psi each turn: +0.14 Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% It can be used to activate talent Frost Grab (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 699.68 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
prismatic hardened leather cap (0 def, 3 armour) prismatic hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +13% light / +13% darkness A cap made of leather. |
stabilizing dwarven-steel helm of fortune (0 def, 4 armour) stabilizing dwarven-steel helm of fortune (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: +4% Changes stats: +7 Lck Physical save: +15 (+1 eff.) Spell crit. chance: +3% Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
21 agate 21 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 spinel 12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 ametrine 18 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 citrine 16 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 zircon 15 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
19 aquamarine 19 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal 15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz 14 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 amethyst 15 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
14 onyx 14 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
20 lapis lazuli 20 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 emerald 20 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
32 garnet 32 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 quartz 20 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
27 sapphire 27 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 jade 24 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
21 turquoise 21 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
25 ruby 25 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
26 amber 26 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 bloodstone 13 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. |
11 fire opal 11 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. |
14 diamond 14 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. |
12 moonstone 12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl 14 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. |
Goedalath Rock Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-1 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+1 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+1 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
1593 alchemist agate 1593 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Zugrim the Wildoozer Zugrim the WildoozerPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Damage when hit (Melee): 24 acid / 28 fire / 8 nature / 12 lightning Changes resistances: +8% temporal / +10% cold / +10% fire Changes resistances penetration: +15% all Changes damage: +9% acid / +12% nature / +9% lightning Light radius: +6 Defense after a teleport: +16 Resist all after a teleport: +20% New effects duration reduction after a teleport: +27% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 2.4 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 48 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 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. |
Daywrest [power 361] (4 cooldown) Daywrest [power 361] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 physical Changes resistances: +9% light Maximum wards: +7 lightning / +10 temporal / +6 blight / +5 fire / +10 cold Changes damage: +3% light Talent granted: +2 Ward Critical mult.: +5.00% Stamina each turn: +0.80 It can be used to creates a wall of flames lasting 4 turns (dealing 740 fire damage overall), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 10 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By DankyMadRogueH the Hulk Bulwark level 11
8th Mirth 122nd year of Ascendancy at 00:32 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By DankyMadRogueH the Hulk Bulwark level 11
5th Mirth 122nd year of Ascendancy at 21:39 see stats
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By DankyMadRogueH the Hulk Bulwark level 31
60th Haze 123rd year of Ascendancy at 22:22 see stats
Are you out of your mind?! (Madness (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By DankyMadRogueH the Hulk Bulwark level 30
3rd Allure 123rd year of Ascendancy at 16:08 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By DankyMadRogueH the Hulk Bulwark level 15
3rd Flare 122nd year of Ascendancy at 07:12 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By DankyMadRogueH the Hulk Bulwark level 37
69th Pyre 124th year of Ascendancy at 17:45 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By DankyMadRogueH the Hulk Bulwark level 14
3rd Summertide 122nd year of Ascendancy at 08:45 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By DankyMadRogueH the Hulk Bulwark level 9
5th Mirth 122nd year of Ascendancy at 07:47 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By DankyMadRogueH the Hulk Bulwark level 30
32nd Dusk 123rd year of Ascendancy at 23:42 see stats
Evil denied (Madness (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By DankyMadRogueH the Hulk Bulwark level 29
53rd Dusk 122nd year of Ascendancy at 15:14 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By DankyMadRogueH the Hulk Bulwark level 20
32nd Dusk 122nd year of Ascendancy at 19:49 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By DankyMadRogueH the Hulk Bulwark level 22
33rd Dusk 122nd year of Ascendancy at 09:38 see stats
Fear of Fours (Madness (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By DankyMadRogueH the Hulk Bulwark level 25
51st Dusk 122nd year of Ascendancy at 19:00 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By DankyMadRogueH the Hulk Bulwark level 30
3rd Allure 123rd year of Ascendancy at 18:16 see stats
Infinite x100 (Madness (Roguelike) difficulty)
Got to level 100 of the infinite dungeon.By DankyMadRogueH the Hulk Bulwark level 39
70th Pyre 124th year of Ascendancy at 23:32 see stats
Infinite x150 (Madness (Roguelike) difficulty)
Got to level 150 of the infinite dungeon.By DankyMadRogueH the Hulk Bulwark level 45
75th Pyre 124th year of Ascendancy at 14:59 see stats
Infinite x200 (Madness (Roguelike) difficulty)
Got to level 200 of the infinite dungeon.By DankyMadRogueH the Hulk Bulwark level 50
1st Mirth 124th year of Ascendancy at 12:54 see stats
Infinite x300 (Madness (Roguelike) difficulty)
Got to level 300 of the infinite dungeon.By DankyMadRogueH the Hulk Bulwark level 50
3rd Summertide 124th year of Ascendancy at 16:48 see stats
Infinite x400 (Madness (Roguelike) difficulty)
Got to level 400 of the infinite dungeon.By DankyMadRogueH the Hulk Bulwark level 50
2nd Dusk 124th year of Ascendancy at 21:53 see stats
Infinite x50 (Madness (Roguelike) difficulty)
Got to level 50 of the infinite dungeon.By DankyMadRogueH the Hulk Bulwark level 33
67th Pyre 124th year of Ascendancy at 18:35 see stats
Infinite x60 (Madness (Roguelike) difficulty)
Got to level 60 of the infinite dungeon.By DankyMadRogueH the Hulk Bulwark level 35
68th Pyre 124th year of Ascendancy at 12:29 see stats
Infinite x70 (Madness (Roguelike) difficulty)
Got to level 70 of the infinite dungeon.By DankyMadRogueH the Hulk Bulwark level 36
69th Pyre 124th year of Ascendancy at 04:55 see stats
Infinite x80 (Madness (Roguelike) difficulty)
Got to level 80 of the infinite dungeon.By DankyMadRogueH the Hulk Bulwark level 37
69th Pyre 124th year of Ascendancy at 13:44 see stats
Infinite x90 (Madness (Roguelike) difficulty)
Got to level 90 of the infinite dungeon.By DankyMadRogueH the Hulk Bulwark level 38
70th Pyre 124th year of Ascendancy at 01:18 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By DankyMadRogueH the Hulk Bulwark level 10
5th Mirth 122nd year of Ascendancy at 13:04 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By DankyMadRogueH the Hulk Bulwark level 20
32nd Dusk 122nd year of Ascendancy at 17:50 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By DankyMadRogueH the Hulk Bulwark level 30
3rd Allure 123rd year of Ascendancy at 14:15 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By DankyMadRogueH the Hulk Bulwark level 40
71st Pyre 124th year of Ascendancy at 04:44 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By DankyMadRogueH the Hulk Bulwark level 50
1st Mirth 124th year of Ascendancy at 05:29 see stats
Oozemancer (Madness (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By DankyMadRogueH the Hulk Bulwark level 31
75th Dusk 123rd year of Ascendancy at 08:27 see stats
Orcrist (Madness (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By DankyMadRogueH the Hulk Bulwark level 25
51st Dusk 122nd year of Ascendancy at 15:45 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By DankyMadRogueH the Hulk Bulwark level 22
33rd Dusk 122nd year of Ascendancy at 07:53 see stats
Race through fire (Madness (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By DankyMadRogueH the Hulk Bulwark level 22
33rd Dusk 122nd year of Ascendancy at 11:15 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By DankyMadRogueH the Hulk Bulwark level 31
57th Haze 123rd year of Ascendancy at 01:53 see stats
Savior of the damsels in distress (Madness (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By DankyMadRogueH the Hulk Bulwark level 32
3rd Allure 124th year of Ascendancy at 14:06 see stats
Shasshhiy'Kaish (Madness (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By DankyMadRogueH the Hulk Bulwark level 47
77th Pyre 124th year of Ascendancy at 08:19 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By DankyMadRogueH the Hulk Bulwark level 3
74th Pyre 122nd year of Ascendancy at 13:49 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By DankyMadRogueH the Hulk Bulwark level 3
74th Pyre 122nd year of Ascendancy at 11:36 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By DankyMadRogueH the Hulk Bulwark level 14
3rd Summertide 122nd year of Ascendancy at 10:38 see stats
Tactical master (Madness (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By DankyMadRogueH the Hulk Bulwark level 29
53rd Dusk 122nd year of Ascendancy at 15:14 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By DankyMadRogueH the Hulk Bulwark level 3
75th Pyre 122nd year of Ascendancy at 03:35 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By DankyMadRogueH the Hulk Bulwark level 24
51st Dusk 122nd year of Ascendancy at 14:46 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By DankyMadRogueH the Hulk Bulwark level 10
5th Mirth 122nd year of Ascendancy at 14:44 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By DankyMadRogueH the Hulk Bulwark level 18
32nd Dusk 122nd year of Ascendancy at 14:38 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By DankyMadRogueH the Hulk Bulwark level 30
14th Dusk 123rd year of Ascendancy at 14:26 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By DankyMadRogueH the Hulk Bulwark level 4
76th Pyre 122nd year of Ascendancy at 00:06 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By DankyMadRogueH the Hulk Bulwark level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By DankyMadRogueH the Hulk Bulwark level 11
5th Mirth 122nd year of Ascendancy at 20:11 see stats
Log
DankyMadRogueH hits Mayoma the wolf for 9 light, 22 nature, , 41 healing, 7 mind (38 total damage) [41 healing].
Mayoma the wolf hits DankyMadRogueH for
