












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit ZOmnibus Addon Pack 1.7.0Combines 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: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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. Showing Items Tier in Inventory 1.7.2This 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 Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality 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. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 50 / 970% |
| Size | huge |
| Lifes / Deaths | Killed by elven cultist at level 6 on the 1st Mirth 122nd year of Ascendancy at 19:59 0 / 8Killed by Horned Horror at level 16 on the 16th Haze 122nd year of Ascendancy at 16:44 Killed by Velitta the venom drake hatchling at level 23 on the 5th Pyre 123rd year of Ascendancy at 18:28 Killed by elven tempest at level 27 on the 37th Pyre 123rd year of Ascendancy at 09:56 Killed by Doomed Shade of Sunny at level 43 on the 46th Regrowth 124th year of Ascendancy at 03:57 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 5th Flare 124th year of Ascendancy at 03:54 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 5th Flare 124th year of Ascendancy at 05:10 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 5th Flare 124th year of Ascendancy at 06:13 |
Primary Stats
| Strength | 88 (base 66) |
| Dexterity | 27 (base 14) |
| Constitution | 72 (base 60) |
| Magic | 106 (base 62) |
| Willpower | 18 (base 10) |
| Cunning | 57 (base 36) |
Resources
| Life | -824/1903 |
| Mana | 400/520 |
| Stamina | 367/367 |
| Positive | 40/197 |
| Healing Factor | 1.5462906294957 |
| Regeneration | 26.6735133588 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 8 |
| See Stealth | 23 |
| See Invisible | 35 |
Offense: Mainhand
| Damage | 167 |
| Accuracy | 64 |
| Crit Chance | 43% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +67% |
| Arcane | +17% |
| Cold | +61% |
| All | +14% |
| Lightning | +22% |
| Light | +76% |
| Temporal | +20% |
| Physical | +58% |
| Fire | +65% |
| Darkness | +26% |
Offense: Damage Penetration
| Light | +97% |
| Blight | +10% |
| Arcane | +35% |
| Physical | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 63 (30%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 1 |
| Physical Save | 66 |
| Spell Save | 53 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 55%( 70%) |
| Blight | + 56%( 70%) |
| Arcane | + 40%( 70%) |
| Cold | + 70%( 70%) |
| All | + 37%( 70%) |
| Physical | + 62%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 66%( 70%) |
| Temporal | + 48%( 70%) |
| Mind | + 47%( 70%) |
| Darkness | + 56%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 96% |
| Silence Resistance | 28% |
| Pinning Resistance | 28% |
| Disarm Resistance | 78% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 67% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 789 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 872% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 176 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Light | 1.50 |
| 4/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1720. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of drakeskin leather boots of evasion (7 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +7 (+2 eff.) Silence- +28% Confus- +50% Stun/Frz- +37% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 50% Mag, 70% Str Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
| Light source | Ulfalathandil1.0 T5 lite [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +3% arcane +6% temporal Res.pen +10% arcane Melee Ret 23 fire 2 temporal ----- def ----- Resists +15% blight +8% fire +14% darkness +12% temporal Blind- +42% Confus- +29% ---------- misc Light +11 Infravis +5 See.Stealth +23 See.Invis +35 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Lorirondil the Chargenoon (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +9% physical Acc +5 (+1 eff.) Melee Ret 6 lightning ----- def ----- Armour +3 Fatigue +3% Resists +16% mind +4% physical Mind.save +19 (+6 eff.) Confus- +32% ---------- misc Stam/turn +2.00 A cap made of leather. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Yvorawyn the dwarven-steel pickaxe (dig speed 13 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +5 Str +2 Mag dps ---------- Spell.crit +8% Crit.mult +11.00% Phys.pwr +6 (+1 eff.) S.pwr/crit +4 Res.pen +10% blight Apr +10 ---------- misc Max.mana +86.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Arcterror'0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +13 (+2 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +7% all ----- def ----- Defense +15 (+5 eff.) Resists +3% lightning +6% temporal Phys.save +6 (+1 eff.) Spell.save +3 (+1 eff.) Max.HP +101.00 HP.reg +13.00 Heal.mod +16% Poison- +10% Disarm- +38% Pinning- +28% Knockbk- +37% Rings make your fingers look great! |
| On fingers | rogue's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) HP.reg +4.00 Stun/Frz- +34% Rings make your fingers look great! |
| Around neck | Lightbrawn0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +7% acid +18% light +8% fire +8% lightning +7% cold Res.pen +25% light +15% physical Apr +4 ----- def ----- Phys.save +15 (+3 eff.) ---------- misc Infravis +3 Amulets make your neck look great! |
| In main hand | Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 75% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc P.En/turn +0.20 Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 505.89 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
| Around waist | Aeryvor the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +25 (+4 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +5% arcane Spell.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | living voratun shield of the stars (0 def, 10 armour, 62-74 power, 220 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Nature When used to Attack: Power 61.5 - 73.8 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +220 Melee+ +12 light +12 darkness +14 nature While equipped: Stats +5 Cun +7 Mag dps ---------- Dmg.mod +14% light +12% darkness ----- def ----- Armour +10 Fatigue +8% Resists +15% blight +15% light +16% darkness +16% nature Max.HP +48.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | elven-silk cloak 'Urthulehor' (18 def, 23 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +25 (+8 eff.) Acc +55 (+13 eff.) ----- def ----- Armour +23 Defense +18 (+6 eff.) Fatigue -10% Resists +24% cold Phys.save +40 (+10 eff.) Spell.save +25 (+8 eff.) Mind.save +32 (+11 eff.) Die.at -50.00 life Max.HP +110.00 ---------- misc Max.stam +70.00 Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gledathra the elven-silk robe (4 def, 4 armour)2.0 T5 cloth armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag dps ---------- Dmg.mod +46% acid +35% physical +43% fire +40% cold Res.pen +25% arcane Phasing +10% ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +28% acid +36% physical +36% cold +35% fire +15% all Phys.save +26 (+6 eff.) ---------- misc Max.stam +30.00 Max.vim +20.00 Cooldown Refit Golem -9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the warrior (speed 762%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 762% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 112; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 112 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 597; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 597 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! 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. |
Boryhir the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Dex +10 Wil +18 Cun dps ---------- Mind.crit +4% Phys.pwr +15 (+3 eff.) Spell.pwr +15 (+4 eff.) Mind.pwr +29 (+10 eff.) Dmg.mod +6% acid +20% darkness +12% mind Acc +12 (+3 eff.) ----- def ----- Resists +40% darkness +6% acid Die.at -60.00 life Rings make your fingers look great! |
voratun ring 'Blindkiss'0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Dex +10 Cun +6 Con dps ---------- Phys.pwr +20 (+4 eff.) Spell.pwr +17 (+5 eff.) Mind.pwr +20 (+7 eff.) Dmg.mod +3% darkness +8% all Acc +14 (+3 eff.) ----- def ----- Armour +10 Resists +6% fire +6% nature +2% physical Phys.save +12 (+3 eff.) Mind.save +10 (+3 eff.) HP.reg +4.00 Confus- +45% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
voratun ring 'Mardokan'0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% physical +20% fire +6% mind +20% cold Acc +22 (+5 eff.) Apr +14 Melee Ret 6 physical ----- def ----- Defense +25 (+8 eff.) Resists +40% fire +6% mind +40% cold Max.HP +100.00 HP.reg +20.00 Heal.mod +19% ---------- misc Max.stam +20.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
elven-wood starstaff 'Guta' (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Rare] Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Dex +5 Mag dps ---------- Spell.crit +15% Crit.mult +25.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% light Res.pen +15% physical ----- def ----- Armour +6 Defense +10 (+3 eff.) Crit.dmg- 15.00% ---------- misc Stam/turn +1.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+8 eff.) Dmg.mod +35% cold ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
balanced dwarven-steel longsword of massacre (29-41 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 29.0 - 40.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +29% Sharp, long, and deadly. |
flaming dwarven-steel mace of massacre (33-46 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 33.0 - 46.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +5 fire Blunt and deadly. |
arcing steel waraxe (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 15.0 - 21.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage One-handed war axes. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 50.0 - 60.0 Light Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+5 eff.) Rng.Def +17 (+6 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+7 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
prismatic steel mail armour of spell shielding (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% darkness +6% arcane +12% light Spell.save +12 (+4 eff.) A suit of armour made of mail. |
voratun gauntlets 'Amakan' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Psionic While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +7% Crit.mult +5.00% Spell.pwr +13 (+4 eff.) Melee+ 12 acid 15 arcane Dmg.mod +9% acid +8% arcane Melee Ret 2 arcane ----- def ----- Armour +3 Fatigue +5% Resists +8% acid +6% arcane HP.reg +8.00 ---------- misc Stam/turn +1.70 Vim/s.crit +2.00 Max.stam +39.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
fearwoven elven-silk wizard hat of decomposition (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) Dmg.mod +15% darkness +13% physical ----- def ----- Defense +3 (+1 eff.) Resists +4% lightning +5% temporal +17% darkness +5% fire +4% nature +5% acid +14% physical +6% blight +6% cold +6% light ---------- misc Max.hate +8.00 A pointy cloth hat, very wizardly... |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Atamathon's Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 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. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
watchleader's alchemist's lamp1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +20% Confus- +19% ---------- misc Light +8 See.Stealth +9 See.Invis +16 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 50.53 cold damage and 49.58 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 844.80 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 711.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Sunny the Ogre Sun Paladin level 32
5th Flare 123rd year of Ascendancy at 12:40 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sunny the Ogre Sun Paladin level 48
11st Pyre 124th year of Ascendancy at 10:33 see stats
Against all odds
Killed Ukruk in the ambush.By Sunny the Ogre Sun Paladin level 32
3rd Flare 123rd year of Ascendancy at 17:10 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Sunny the Ogre Sun Paladin level 28
43rd Pyre 123rd year of Ascendancy at 21:42 see stats
Arachnophobia
Destroyed the spydric menace.By Sunny the Ogre Sun Paladin level 35
22nd Dusk 123rd year of Ascendancy at 03:51 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Sunny the Ogre Sun Paladin level 37
45th Dusk 123rd year of Ascendancy at 09:50 see stats
Atamathoned!
Killed the giant golem Atamathon after foolishly reactivating it.By Sunny the Ogre Sun Paladin level 50
78th Pyre 124th year of Ascendancy at 08:00 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Sunny the Ogre Sun Paladin level 42
39th Regrowth 124th year of Ascendancy at 21:56 see stats
Brave new world
Went to the Far East and took part in the war.By Sunny the Ogre Sun Paladin level 34
17th Dusk 123rd year of Ascendancy at 22:16 see stats
Bringer of Doom
Killed a Bringer of Doom.By Sunny the Ogre Sun Paladin level 33
11st Dusk 123rd year of Ascendancy at 22:17 see stats
Clone War
Destroyed your own Shade.By Sunny the Ogre Sun Paladin level 43
50th Regrowth 124th year of Ascendancy at 22:44 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Sunny the Ogre Sun Paladin level 18
36th Haze 122nd year of Ascendancy at 23:10 see stats
Destroyer of the creation
Killed Slasul.By Sunny the Ogre Sun Paladin level 36
41st Dusk 123rd year of Ascendancy at 16:35 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Sunny the Ogre Sun Paladin level 33
12nd Dusk 123rd year of Ascendancy at 18:07 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Sunny the Ogre Sun Paladin level 39
36th Haze 123rd year of Ascendancy at 01:32 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Sunny the Ogre Sun Paladin level 50
30th Pyre 124th year of Ascendancy at 11:59 see stats
Exterminator
Killed 1000 creatures.By Sunny the Ogre Sun Paladin level 16
19th Haze 122nd year of Ascendancy at 15:19 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sunny the Ogre Sun Paladin level 27
29th Pyre 123rd year of Ascendancy at 19:08 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Sunny the Ogre Sun Paladin level 50
23rd Pyre 124th year of Ascendancy at 18:29 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Sunny the Ogre Sun Paladin level 36
41st Dusk 123rd year of Ascendancy at 20:28 see stats
Guiding Hand
Saved all escorted adventurers.By Sunny the Ogre Sun Paladin level 31
1st Flare 123rd year of Ascendancy at 00:32 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sunny the Ogre Sun Paladin level 22
51st Regrowth 123rd year of Ascendancy at 09:36 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Sunny the Ogre Sun Paladin level 39
46th Dusk 123rd year of Ascendancy at 11:46 see stats
Level 10
Got a character to level 10.By Sunny the Ogre Sun Paladin level 10
8th Flare 122nd year of Ascendancy at 12:45 see stats
Level 20
Got a character to level 20.By Sunny the Ogre Sun Paladin level 20
10th Regrowth 123rd year of Ascendancy at 18:57 see stats
Level 30
Got a character to level 30.By Sunny the Ogre Sun Paladin level 30
7th Mirth 123rd year of Ascendancy at 05:41 see stats
Level 40
Got a character to level 40.By Sunny the Ogre Sun Paladin level 40
73rd Haze 123rd year of Ascendancy at 17:01 see stats
Level 50
Got a character to level 50.By Sunny the Ogre Sun Paladin level 50
23rd Pyre 124th year of Ascendancy at 14:20 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Sunny the Ogre Sun Paladin level 41
1st Regrowth 124th year of Ascendancy at 10:45 see stats
Orcrist
Killed the leaders of the Orc Pride.By Sunny the Ogre Sun Paladin level 49
22nd Pyre 124th year of Ascendancy at 20:18 see stats
Overpowered!
Did over 6000 damage in one attack.By Sunny the Ogre Sun Paladin level 50
78th Pyre 124th year of Ascendancy at 04:44 see stats
Portal reaver
Fought the two Sorcerers and closed two invocation portals.By Sunny the Ogre Sun Paladin level 50
30th Pyre 124th year of Ascendancy at 11:58 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Sunny the Ogre Sun Paladin level 45
61st Regrowth 124th year of Ascendancy at 21:39 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Sunny the Ogre Sun Paladin level 19
1st Allure 123rd year of Ascendancy at 19:30 see stats
Size is everything
Did over 1500 damage in one attack.By Sunny the Ogre Sun Paladin level 37
44th Dusk 123rd year of Ascendancy at 15:06 see stats
Size matters
Did over 600 damage in one attack.By Sunny the Ogre Sun Paladin level 27
34th Pyre 123rd year of Ascendancy at 18:43 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Sunny the Ogre Sun Paladin level 34
12nd Dusk 123rd year of Ascendancy at 23:09 see stats
The Arena
Unlocked Arena mode.By Sunny the Ogre Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 15:22 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Sunny the Ogre Sun Paladin level 49
22nd Pyre 124th year of Ascendancy at 21:46 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sunny the Ogre Sun Paladin level 22
41st Regrowth 123rd year of Ascendancy at 22:46 see stats
The Sun Still Shines
Aeryn survived the last battle.By Sunny the Ogre Sun Paladin level 50
30th Pyre 124th year of Ascendancy at 11:59 see stats
The bigger the better!
Did over 3000 damage in one attack.By Sunny the Ogre Sun Paladin level 50
78th Pyre 124th year of Ascendancy at 04:44 see stats
The secret city
Discovered the truth about mages.By Sunny the Ogre Sun Paladin level 12
59th Dusk 122nd year of Ascendancy at 10:11 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Sunny the Ogre Sun Paladin level 23
70th Regrowth 123rd year of Ascendancy at 10:53 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Sunny the Ogre Sun Paladin level 39
44th Haze 123rd year of Ascendancy at 02:14 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Sunny the Ogre Sun Paladin level 22
41st Regrowth 123rd year of Ascendancy at 13:28 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Sunny the Ogre Sun Paladin level 29
6th Mirth 123rd year of Ascendancy at 19:01 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sunny the Ogre Sun Paladin level 22
50th Regrowth 123rd year of Ascendancy at 20:15 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Sunny the Ogre Sun Paladin level 31
2nd Flare 123rd year of Ascendancy at 12:24 see stats
Log
Shield of Light hits Linaniil, Supreme Archmage of Angolwen for 252 light, 21 nature, 41 light, 17 darkness, 212 light (542 total damage).
Weapon of Wrath hits Linaniil, Supreme Archmage of Angolwen for 235 fire damage.
Sunny hits Linaniil, Supreme Archmage of Angolwen for (1161 absorbed), (1161 mana), 146 light, 112 light, 573 physical, 21 nature, 41 light, 17 darkness, 212 light, 545 light (1666 total damage).
Linaniil, Supreme Archmage of Angolwen is no longer influenced by martyrdom.
The protective shield of Linaniil, Supreme Archmage of Angolwen disappears.
Linaniil, Supreme Archmage of Angolwen damages herself through Martyrdom!
Linaniil, Supreme Archmage of Angolwen hits Linaniil, Supreme Archmage of Angolwen for 5 fire, 0 fire (5 total damage).
Linaniil, Supreme Archmage of Angolwen can barely stand!
Searing Sight hits Linaniil, Supreme Archmage of Angolwen for 49 light damage.
Sunny hits Linaniil, Supreme Archmage of Angolwen for 96 fire, 133 light, 87 physical (317 total damage).
Linaniil, Supreme Archmage of Angolwen can move freely once more.
Sunny is no longer attracting creatures.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Sunny for 79 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 31 fire damage.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Sunny for 529 arcane damage.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Sunny for 756 arcane damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Sunny for 79 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 31 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Sunny for 79 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 31 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Sunny for 55 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 22 fire damage.
Shield of Light hits Sunny for 29 healing, 29 healing, 29 healing, 29 healing, 29 healing, 29 healing (0 total damage) [177 healing].
Linaniil, Supreme Archmage of Angolwen uses Infusion: Healing.
Linaniil, Supreme Archmage of Angolwen receives 124 healing from Infusion: Healing.
Linaniil, Supreme Archmage of Angolwen casts Elemental Array Burst.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen hits Sunny for 1161 thaumic energy damage.
Sunny receives 29 healing from Shield of Light.
Sunny the level 50 ogre sun paladin was annihilated to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.





































































































