Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 50 / 2305% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 127 (base 60) |
| Dexterity | 123 (base 65) |
| Constitution | 56 (base 13) |
| Magic | 26 (base 15) |
| Willpower | 103 (base 60) |
| Cunning | 65.6 (base 33) |
Resources
| Life | 1394/1394 |
| Stamina | 396/396 |
| Equilibrium | 30 |
| Healing Factor | 1.7153097345133 |
| Regeneration | 25.12928761062 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +20% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 15 |
| Infravision | 13 |
| See Stealth | 57.953243645957 |
| See Invisible | 57.953243645957 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 280 |
| Accuracy | 81 |
| Crit Chance | 38% |
| APR | 63 |
| Speed | 0.61 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 21% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 21% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Darkness | +44% |
| Light | +16% |
| Temporal | +25% |
| Arcane | +17% |
| Physical | +74% |
| All | +7% |
Offense: Damage Penetration
| Physical | +20% |
| Lightning | +5% |
| Darkness | +17% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 37 (36.270236612702%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 66 |
| Spell Save | 56 |
| Mental Save | 70 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 59%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 46%( 70%) |
| All | + 17%( 70%) |
| Mind | + 27%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 56%( 70%) |
| Temporal | + 42%( 70%) |
| Physical | + 29%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 63%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Stoning Resistance | 0% |
| Confusion Resistance | 10% |
| Pinning Resistance | 50% |
| Disarm Resistance | 48% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
Inscriptions (5/5)
| 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 680 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 11 turns. While Heroism is active, you will only die when reaching -858 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 686% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 642% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Sniper | 1.70 |
| 4/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Munitions | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Archery training | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.60 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Venomous Ammunition |
| talent | Antimagic Shield |
| talent | Concealment |
| detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 48%. Concealment |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2325. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Lustrepiercer the pair of drakeskin leather boots (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +14 (+3 eff.) Armour: +15 Fatigue: +5% Changes stats: +10 Str / +3 Dex / +3 Cun / +10 Con Changes resistances: +15% fire / +15% cold Changes damage: +9% light / +9% physical Grants telepathy: Demon/Minor Demon/Major Physical save: +9 (+2 eff.) Light radius: +1 Infravision radius: +2 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Quiver | quiver of dragonbone arrows 'Offalhunter' (60/60, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 60 On weapon hit: * 40% chance to corrode armour by 30% * Slows global speed by 40% * 20% chance to inflict 15% damage reduction * 10% chance to create an air burst * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +30 gravity / +8 nature Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +4 nature When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
| Light source | PoluthaInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +8 (+2 eff.) Defense: +11 (+3 eff.) Changes stats: +2 Str / +2 Dex / +4 Con Changes resistances: +14% blight Physical save: +29 (+7 eff.) Spell save: +17 (+5 eff.) Mental save: +16 (+4 eff.) Life regen: +4.80 Light radius: +4 Healing mod.: +11% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Rheledranik (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +13 Str / +8 Dex / +6 Wil / +4 Cun Changes resistances: +6% acid / +6% temporal / +9% light / +20% cold / +9% fire Allows you to breathe in: water Mental save: +13 (+3 eff.) Light radius: +2 A cap made of leather. |
| Tool | Airscar the dwarven-steel pickaxe (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +2 Dex Changes resistances: +3% lightning / +8% darkness / +3% mind Changes resistances penetration: +5% lightning Changes damage: +18% temporal Damage affinity(heal): +15% darkness Maximum life: +23.00 Maximum stamina: +18.00 Infravision radius: +6 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Gleamrebel the voratun ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Physical power: +15 (+3 eff.) Defense: +17 (+4 eff.) Changes stats: +10 Str / +2 Dex / +4 Wil / +9 Con Changes resistances: +15% light Disarm immunity: +48% Pinning immunity: +50% Stun/Freeze immunity: +36% Knockback immunity: +41% Life regen: +4.30 Maximum life: +50.00 Infravision radius: +2 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 154% 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 can have magical properties. |
| Around waist | Ce'Netta the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +6 Wil / +1 Cun / +1 Con Changes resistances: +15% lightning / +18% temporal / +9% acid Changes resistances penetration: +20% physical Changes damage: +25% physical Reduces incoming crit damage: 15.00% Mental save: +45 (+11 eff.) Life regen: +3.60 Maximum life: +110.00 Healing mod.: +30% A belt that goes around your waist. |
| In main hand | Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
| On hands | brawler's voratun gauntlets of the verdant (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +9% blight / +9% darkness / +15% arcane Damage affinity(heal): +10% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) Spell save: +17 (+5 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Hellsstreaker the drakeskin leather armour (5 def, 14 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 14 light Changes stats: +10 Str / +6 Wil / +2 Con Changes resistances: +15% physical / +49% darkness / +28% blight / +6% fire / +9% nature / +5% arcane Changes damage: +3% physical Spell save: +30 (+9 eff.) Maximum life: +60.00 Light radius: +4 Combat speed: +15% Casting speed: +15% Mental speed: +15% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Cloak | Duskslicer (26 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +26 (+7 eff.) Changes resistances: +6% temporal / +25% darkness / +25% fire / +9% mind / +23% light Changes resistances penetration: +17% darkness Changes damage: +37% darkness Critical mult.: +6.00% Stealth bonus: +34 Physical save: +27 (+7 eff.) Mental save: +13 (+3 eff.) Life regen: +0.60 Stamina each turn: +0.40 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 | wanderer's voratun amulet of perfection (0.40 Technique / Combat techniques,0.40 Technique / Sniper)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +6 Cun / +9 Con Talent masteries: +0.40 Technique / Combat techniques +0.40 Technique / Sniper Life regen: +1.10 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 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. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
YvulradaweRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +6 acid When wielded/worn: Armour: +4 Changes stats: +24 Dex Changes resistances: +12% temporal Changes resistances penetration: +74% physical Changes damage: +65% physical Talents cooldown: Fragmentation Shot (-4 turns) Pin Down (-2 turns) Cut immunity: +5% Teleport immunity: +10% Longbows are used to shoot arrows at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 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 180 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level.fortifying stralite mail armour of implacability (4 def, 16 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +7% Changes stats: +5 Str / +6 Con Physical save: +9 (+2 eff.) Maximum life: +76.00 A suit of armour made of mail. |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 40% Wil, 50% Dex, 70% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +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. |
71 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
dwarven lantern 'Dairilar'Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +20 (+4 eff.) Defense: +16 (+4 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +4 Wil Changes resistances: +1% physical / +3% all Critical mult.: +14.00% Physical save: +13 (+3 eff.) Spell save: +27 (+8 eff.) Mental save: +14 (+4 eff.) Maximum life: +10.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), 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. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. 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 Latent Damage Type: Blight 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. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
2 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. |
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. |
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. |
Rod of Recall (2/2)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 182 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. |
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. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+6 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 32 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
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. |
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. |
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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
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. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Kokoro the Cornac Archer level 27
12nd Haze 122nd year of Ascendancy at 13:51 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Kokoro the Cornac Archer level 43
55th Dusk 123rd year of Ascendancy at 18:41 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Kokoro the Cornac Archer level 27
8th Haze 122nd year of Ascendancy at 04:55 see stats
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Kokoro the Cornac Archer level 18
23rd Dusk 122nd year of Ascendancy at 03:59 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Kokoro the Cornac Archer level 33
35th Regrowth 123rd year of Ascendancy at 04:17 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Kokoro the Cornac Archer level 50
42nd Regrowth 124th year of Ascendancy at 05:43 see stats
Atamathoned! (Roguelike)
Killed the giant golem Atamathon after foolishly reactivating it.By Kokoro the Cornac Archer level 50
68th Regrowth 124th year of Ascendancy at 06:36 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Kokoro the Cornac Archer level 42
49th Dusk 123rd year of Ascendancy at 05:56 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Kokoro the Cornac Archer level 32
31st Regrowth 123rd year of Ascendancy at 12:43 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Kokoro the Cornac Archer level 50
18th Regrowth 124th year of Ascendancy at 21:40 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Kokoro the Cornac Archer level 47
15th Haze 123rd year of Ascendancy at 10:13 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Kokoro the Cornac Archer level 18
32nd Dusk 122nd year of Ascendancy at 16:51 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By Kokoro the Cornac Archer level 50
53rd Haze 123rd year of Ascendancy at 20:58 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Kokoro the Cornac Archer level 31
28th Regrowth 123rd year of Ascendancy at 09:18 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Kokoro the Cornac Archer level 47
3rd Haze 123rd year of Ascendancy at 14:35 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Kokoro the Cornac Archer level 50
30th Regrowth 124th year of Ascendancy at 19:21 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Kokoro the Cornac Archer level 18
19th Dusk 122nd year of Ascendancy at 04:12 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kokoro the Cornac Archer level 28
27th Haze 122nd year of Ascendancy at 18:37 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Kokoro the Cornac Archer level 50
13rd Regrowth 124th year of Ascendancy at 22:54 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Kokoro the Cornac Archer level 34
44th Regrowth 123rd year of Ascendancy at 22:11 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By Kokoro the Cornac Archer level 50
55th Haze 123rd year of Ascendancy at 11:37 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Kokoro the Cornac Archer level 25
6th Haze 122nd year of Ascendancy at 10:55 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kokoro the Cornac Archer level 27
17th Haze 122nd year of Ascendancy at 06:46 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Kokoro the Cornac Archer level 50
42nd Regrowth 124th year of Ascendancy at 07:19 see stats
Invasion from the Depths (Roguelike)
Stopped a naga invasion by closing their portal.By Kokoro the Cornac Archer level 49
32nd Haze 123rd year of Ascendancy at 17:26 see stats
Level 10 (Roguelike)
Got a character to level 10.By Kokoro the Cornac Archer level 10
7th Mirth 122nd year of Ascendancy at 12:25 see stats
Level 20 (Roguelike)
Got a character to level 20.By Kokoro the Cornac Archer level 20
43rd Dusk 122nd year of Ascendancy at 20:45 see stats
Level 30 (Roguelike)
Got a character to level 30.By Kokoro the Cornac Archer level 30
31st Haze 122nd year of Ascendancy at 19:52 see stats
Level 40 (Roguelike)
Got a character to level 40.By Kokoro the Cornac Archer level 40
21st Dusk 123rd year of Ascendancy at 04:41 see stats
Level 50 (Roguelike)
Got a character to level 50.By Kokoro the Cornac Archer level 50
33rd Haze 123rd year of Ascendancy at 18:14 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Kokoro the Cornac Archer level 36
71st Pyre 123rd year of Ascendancy at 21:13 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Kokoro the Cornac Archer level 50
39th Haze 123rd year of Ascendancy at 11:31 see stats
Overpowered! (Roguelike)
Did over 6000 damage in one attack.By Kokoro the Cornac Archer level 50
20th Regrowth 124th year of Ascendancy at 19:08 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Kokoro the Cornac Archer level 46
1st Time of Equilibrium 123rd year of Ascendancy at 16:10 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Kokoro the Cornac Archer level 30
75th Haze 122nd year of Ascendancy at 13:21 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Kokoro the Cornac Archer level 30
32nd Haze 122nd year of Ascendancy at 02:06 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Kokoro the Cornac Archer level 43
54th Dusk 123rd year of Ascendancy at 05:21 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Kokoro the Cornac Archer level 31
27th Regrowth 123rd year of Ascendancy at 12:25 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Kokoro the Cornac Archer level 32
28th Regrowth 123rd year of Ascendancy at 11:58 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Kokoro the Cornac Archer level 50
30th Regrowth 124th year of Ascendancy at 19:20 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Kokoro the Cornac Archer level 33
34th Regrowth 123rd year of Ascendancy at 10:20 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Kokoro the Cornac Archer level 9
3rd Mirth 122nd year of Ascendancy at 05:02 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Kokoro the Cornac Archer level 48
22nd Haze 123rd year of Ascendancy at 14:02 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By Kokoro the Cornac Archer level 50
30th Regrowth 124th year of Ascendancy at 19:21 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Kokoro the Cornac Archer level 43
55th Dusk 123rd year of Ascendancy at 00:22 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Kokoro the Cornac Archer level 36
59th Pyre 123rd year of Ascendancy at 21:37 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Kokoro the Cornac Archer level 30
25th Regrowth 123rd year of Ascendancy at 10:23 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Kokoro the Cornac Archer level 21
51st Dusk 122nd year of Ascendancy at 22:40 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Kokoro the Cornac Archer level 26
7th Haze 122nd year of Ascendancy at 10:51 see stats
Log
Kokoro shoots!
Kokoro's Shoot performs a ranged critical strike against Bloated horror!
Bloated horror's armor corrodes!
Venomous Ammunition hits Bloated horror for 22 nature, 67 nature (90 total damage).
Kokoro's Shoot hits Bloated horror for 686 physical, 38 physical, 6 nature, 16 light, 12 darkness, 3 nature (760 total damage).
Kokoro shoots!
You collect a new ingredient: bloated horror heart (1).
Kokoro's Shoot hits Bloated horror for 352 physical damage.
Kokoro's Shoot killed Bloated horror!
Resting starts...
Talent Steady Shot is ready to use.
Rested for 1 turns (stop reason: all resources and life at maximum).
You pickup 2.75 gold pieces.
You pickup 2.15 gold pieces.
You pickup 0.80 gold pieces.
Kokoro is no longer attuned.
Talent Enhanced Munitions is ready to use.
Talent Concealment is ready to use.
Kokoro activates Concealment.
Ran for 7 turns (stop reason: hostile spotted to the north (tempest)).
Kokoro deactivates Concealment.
Kokoro deactivates Trained Reactions.
Kokoro deactivates Antimagic Shield.
Kokoro deactivates Aim.
Kokoro deactivates Venomous Ammunition.
Kokoro deactivates Intuitive Shots.





































































































