










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.6.0Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.6.0Official Expansion!Possessor Bonus Class 1.6.6Donators/Buyers bonus! Visibly Looted Stalls 1.5.0Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 1448% |
| Size | medium |
| Lifes / Deaths | Killed by Velawe the orc blood mage at level 34 on the 1st Regrowth 123rd year of Ascendancy at 23:09 / 3Killed by orc corruptor at level 34 on the 1st Regrowth 123rd year of Ascendancy at 23:28 Killed by Atamathon the Giant Golem at level 50 on the 8th Pyre 124th year of Ascendancy at 12:17 |
Primary Stats
| Strength | 153 (base 60) |
| Dexterity | 236 (base 64) |
| Constitution | 173 (base 46) |
| Magic | 115 (base 9) |
| Willpower | 129 (base 13) |
| Cunning | 188 (base 60) |
Resources
| Life | -94/1981 |
| Stamina | 46/514 |
| Healing Factor | 2.1628279883382 |
| Regeneration | 244.22453696942 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +45% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 56.998241349546 |
| See Invisible | 56.998241349546 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 334 |
| Accuracy | 118 |
| Crit Chance | 125% |
| APR | 48 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 80% |
| Speed | 1 |
Offense: Mind
| Mindpower | 80 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +73% |
| Acid | +19% |
| Light | +22% |
| Temporal | +13% |
| Darkness | +37% |
| Physical | +17% |
| Fire | +34% |
| All | +7% |
Offense: Damage Penetration
| Lightning | +15% |
| Physical | +5% |
| Arcane | +15% |
| Darkness | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 45 (72.811550151976%) |
| Defense | 104 |
| Ranged Defense | 107 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 49 |
| Mental Save | 67 |
Defense: Resistances
| Blight | + 45%( 70%) |
| Physical | + 45%( 70%) |
| Cold | + 38%( 70%) |
| All | + 27%( 70%) |
| Darkness | + 60%( 70%) |
| Light | + 45%( 70%) |
| Lightning | + 64%( 70%) |
| Mind | + 41%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Pinning Resistance | 0% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 25 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 675 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 28 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 215 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 312.38 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 3 blight, 5 fire, 4 mind, 5 arcane |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 832 damage for 6 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Chant of Fortress |
| beneficial effect | All stats increased by 76. Pain Enhancement System |
| detrimental effect | The more you use runes, the longer they will take to recharge (+10 cooldowns). Runic Saturation |
| beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 38%. Exhaustion |
| beneficial effect | The target has 100 increased life regeneration. Recovery |
| detrimental effect | The target is struggling against immense gravity, all damage it does is reduced by 30%. Weight of the Sun |
| beneficial effect | The target has 42% chance to evade melee and ranged attacks and gains 31 defense. Evasion |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 |
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 killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by orc corruptor. Escort: injured seer (level 8 of Dreadfell) | failed |
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 Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Dexterity 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 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 |
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: 2298. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | DA MEME (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -6% Changes resistances: +15% cold / +35% fire Changes resistances penetration: +15% lightning Changes damage: +15% lightning / +12% acid Maximum encumbrance: +50 Physical save: +15 (+3 eff.) Spellpower: +12 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | CRITY (21/23, 77.5-108.5 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 77.5 - 108.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +47.0% Capacity: 23 On weapon hit: * 24% chance to reduce all saves and defense by 43 * 25% chance for lightning to strike from the target to a second target dealing 123 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 acid / +12 darkness Damage (radius 1) on hit: +12 acid / +30 fire / +4 darkness / +16 mind Damage (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 180, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 316.47 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | RIP (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +17 Str / +15 Dex / +13 Wil / +5 Cun Changes resistances: +25% darkness / +15% physical Changes resistances penetration: +15% darkness Changes damage: +15% darkness Physical save: +15 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Infravision radius: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | voratun torque of gale force 'Arcoracle' [power 405] (6/14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 6 arcane Changes resistances: +9% mind Changes resistances penetration: +15% arcane Changes damage: +6% lightning It can be used to project a gust of wind in a cone knocking enemies back 13 spaces and dealing 332 physical damage Activation puts all charms on cooldown for 14 turns. When used: * Reduce 1 talent cooldowns by 2. * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +43 (+8 eff.) Effects on melee hit: * 22% chance to reduce damage dealt by 34% Changes stats: +19 Str / +20 Con Changes resistances: +9% fire Changes damage: +27% fire Spellpower: +13 (+3 eff.) Mindpower: +15 (+3 eff.) Can be unequipped or rerolled. 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 Activation costs 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? |
| On fingers | BLAPInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Physical power: +15 (+3 eff.) Armour: +6 Effects on melee hit: * 20% chance to slow global speed by 72% * 20% chance to reduce all saves and defense by 43 Damage (Melee): 35 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 43 Damage (Ranged): 35 physical Changes stats: +17 Str / +8 Dex / +10 Cun / +9 Con Changes resistances: +15% nature / +14% blight Changes resistances penetration: +5% physical Changes damage: +3% temporal Poison immunity: +30% Disease immunity: +30% Hate when firing a critical mind attack: +3.00 Maximum stamina: +20.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 27 power out of 23/30) : Effective talent level: 4.0 Power cost: 27 out of 23/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 89 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+5 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+6 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 155 to 310 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | REE (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 6 mind Changes stats: +2 Con / +2 Wil Changes resistances: +30% lightning / +28% fire / +10% mind Changes damage: +3% temporal Critical mult.: +15.00% Mental save: +25 (+6 eff.) Life regen: +11.00 Psi when hit: +0.12 Maximum life: +80.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +4% Healing mod.: +15% A suit of armour made of leather. |
| Cloak | Nerossra the elven-silk cloak (13 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+5 eff.) Armour penetration: +2 Defense: +13 (+2 eff.) Fatigue: -10% Changes stats: +10 Wil / +3 Mag Changes resistances: +25% light / +25% fire Critical mult.: +15.00% Stealth bonus: +15 Only die when reaching: -20.00 life Maximum life: +110.00 Maximum mana: +20.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +8 Dex / +8 Cun / +15 Con Changes resistances: +10% blight / +5% all Changes damage: +20% lightning Damage affinity(heal): +20% lightning / +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Movement speed: +15% Healing mod.: +30% Chance to avoid any damage: +8% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 59; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 59 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.movement infusion of the wizard (speed 745%; cd 9) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 745% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the duelist (heal 875; 13 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 875 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.ethereal rune of the warrior (power 34; resist 38%; move 46%; dur 5; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 38% all resistance, you move 46% faster, and you are invisible (power 34). Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 24; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 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 24 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatmaul of massacre (53-79.5 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.arcing steel greatsword of daylight (25-40 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 123 damage Damage (Melee): +7 light Damage against: +7% Undead Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace of erosion (26.5-37.1 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 nature Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag 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 Activation costs 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.Dimshaper the dragonbone starstaff (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% darkness / +20% temporal Changes damage: +36% temporal Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.greater dragonbone magestaff of warding (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Maximum wards: +2 lightning / +2 cold / +2 arcane / +2 fire Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talents granted: +1 Command Staff +2 Ward Spellpower: +18 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level.woollen robe 'Arylle' (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +9% blight / +3% temporal / +21% acid / +9% all Changes damage: +14% acid Mental save: +17 (+4 eff.) Cut immunity: +20% Life regen: +2.50 Maximum life: +65.00 Mindpower: +3 (+0 eff.) Mental crit. chance: +3% Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Changes stats: +4 Cun / +5 Wil Mental save: +13 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Changes resistances: +20% cold Life regen: +2.30 Stamina each turn: +0.80 A suit of armour made of mail. |
Crystalline Drakeskin leather armour (37 def, 19 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. When wielded/worn: Armour: +19 Defense: +37 (+6 eff.) Fatigue: +8% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 (+6 eff.) Spell save: +35 (+11 eff.) Poison immunity: +60% Disease immunity: +60% It can be used to recover the Crystal Heart (destroys this armour) Activation costs 1 power out of 1/1. A suit of armour made of leather. Transformed with the power of the Spellblaze. |
This item will automatically be transmogrified when you leave the level.reinforced steel shield of resilience (0 def, 6 armour, 63 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Talent granted: +1 Block Maximum life: +48.00 Handheld deflection devices. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 55.80 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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 Activation costs 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 Activation costs 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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 497.14 fire damage (based on Magic) Activation costs 45 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 (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 Activation costs 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 494.34 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 23 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
overpowered elven-wood totem of healing [power 464] (6/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 464 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone wand of shielding [power 734] (6/24 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 734 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 24 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Humerous the Skeleton Archer level 26
32nd Haze 122nd year of Ascendancy at 15:35 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Humerous the Skeleton Archer level 20
3rd Haze 122nd year of Ascendancy at 09:45 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Humerous the Skeleton Archer level 30
46th Haze 122nd year of Ascendancy at 07:35 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 Humerous the Skeleton Archer level 50
58th Regrowth 124th year of Ascendancy at 09:30 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Humerous the Skeleton Archer level 34
7th Allure 123rd year of Ascendancy at 20:06 see stats
Bookception! (Roguelike)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Humerous the Skeleton Archer level 50
59th Regrowth 124th year of Ascendancy at 21:55 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Humerous the Skeleton Archer level 29
43rd Haze 122nd year of Ascendancy at 05:23 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Humerous the Skeleton Archer level 50
73rd Haze 123rd year of Ascendancy at 09:32 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Humerous the Skeleton Archer level 38
49th Pyre 123rd year of Ascendancy at 22:03 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By Humerous the Skeleton Archer level 41
7th Flare 123rd year of Ascendancy at 01:48 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Humerous the Skeleton Archer level 28
39th Haze 122nd year of Ascendancy at 23:35 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Humerous the Skeleton Archer level 50
56th Regrowth 124th year of Ascendancy at 04:05 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Humerous the Skeleton Archer level 16
75th Dusk 122nd year of Ascendancy at 18:30 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Humerous the Skeleton Archer level 49
63rd Haze 123rd year of Ascendancy at 10:15 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Humerous the Skeleton Archer level 35
20th Pyre 123rd year of Ascendancy at 01:55 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Humerous the Skeleton Archer level 50
53rd Regrowth 124th year of Ascendancy at 10:16 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By Humerous the Skeleton Archer level 43
56th Dusk 123rd year of Ascendancy at 13:50 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Humerous the Skeleton Archer level 20
3rd Haze 122nd year of Ascendancy at 08:58 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 Humerous the Skeleton Archer level 50
58th Regrowth 124th year of Ascendancy at 11:00 see stats
Level 10 (Roguelike)
Got a character to level 10.By Humerous the Skeleton Archer level 10
10th Mirth 122nd year of Ascendancy at 16:35 see stats
Level 20 (Roguelike)
Got a character to level 20.By Humerous the Skeleton Archer level 20
1st Time of Equilibrium 122nd year of Ascendancy at 16:04 see stats
Level 30 (Roguelike)
Got a character to level 30.By Humerous the Skeleton Archer level 30
45th Haze 122nd year of Ascendancy at 20:49 see stats
Level 40 (Roguelike)
Got a character to level 40.By Humerous the Skeleton Archer level 40
71st Pyre 123rd year of Ascendancy at 06:19 see stats
Level 50 (Roguelike)
Got a character to level 50.By Humerous the Skeleton Archer level 50
72nd Haze 123rd year of Ascendancy at 07:20 see stats
Myths of an age past (Roguelike)
Learned all there is to learn about the Gods and the Godslayers.By Humerous the Skeleton Archer level 20
3rd Haze 122nd year of Ascendancy at 09:45 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Humerous the Skeleton Archer level 50
36th Regrowth 124th year of Ascendancy at 16:19 see stats
Portal reaver (Roguelike)
Fought the two Sorcerers and closed two invocation portals.By Humerous the Skeleton Archer level 50
56th Regrowth 124th year of Ascendancy at 04:03 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Humerous the Skeleton Archer level 41
10th Flare 123rd year of Ascendancy at 10:06 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Humerous the Skeleton Archer level 15
20th Dusk 122nd year of Ascendancy at 06:59 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Humerous the Skeleton Archer level 31
76th Haze 122nd year of Ascendancy at 00:51 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Humerous the Skeleton Archer level 23
23rd Haze 122nd year of Ascendancy at 20:34 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Humerous the Skeleton Archer level 28
40th Haze 122nd year of Ascendancy at 01:23 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Humerous the Skeleton Archer level 27
38th Haze 122nd year of Ascendancy at 13:42 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Humerous the Skeleton Archer level 8
7th Mirth 122nd year of Ascendancy at 11:25 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Humerous the Skeleton Archer level 20
3rd Haze 122nd year of Ascendancy at 09:45 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By Humerous the Skeleton Archer level 50
56th Regrowth 124th year of Ascendancy at 04:05 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Humerous the Skeleton Archer level 32
3rd Decay 122nd year of Ascendancy at 01:20 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Humerous the Skeleton Archer level 10
3rd Flare 122nd year of Ascendancy at 15:40 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Humerous the Skeleton Archer level 41
9th Flare 123rd year of Ascendancy at 16:02 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Humerous the Skeleton Archer level 31
70th Haze 122nd year of Ascendancy at 16:29 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Humerous the Skeleton Archer level 21
3rd Haze 122nd year of Ascendancy at 13:16 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Humerous the Skeleton Archer level 15
10th Dusk 122nd year of Ascendancy at 02:05 see stats
Unstoppable (Roguelike)
Returned from the dead.By Humerous the Skeleton Archer level 34
1st Regrowth 123rd year of Ascendancy at 23:10 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Humerous the Skeleton Archer level 25
30th Haze 122nd year of Ascendancy at 12:48 see stats
You were not supposed to see that! (Roguelike)
Read a Forbidden Tome.By Humerous the Skeleton Archer level 50
58th Regrowth 124th year of Ascendancy at 13:27 see stats
Log
Humerous uses Called Shots.
Talent Pain Enhancement System is ready to use.
Humerous revels in the pain.
Humerous's Called Shots performs a ranged critical strike against Atamathon the Giant Golem!
Humerous shrugs off the critical damage!
Atamathon the Giant Golem is silenced!
Atamathon the Giant Golem's is vulnerable to attacks and effects!
Atamathon the Giant Golem is crippled.
Atamathon the Giant Golem uses Crush.
Atamathon the Giant Golem misses Humerous.
Atamathon the Giant Golem reflects damage back to Humerous!
Humerous HEALS from lightning damage!
Humerous HEALS from darkness damage!
Atamathon the Giant Golem hits Humerous for 92 physical, 0 acid, 12 physical, 5 darkness, 6 healing, 35 lightning, 41 healing, 4 acid, 4 fire, 2 darkness, 2 healing, 2 mind, 1 mind, 57 lightning, 67 healing (214 total damage) [116 healing].
Humerous's Called Shots hits Atamathon the Giant Golem for 169 physical, 2 acid, 10 physical, 6 darkness, 42 lightning, 2 acid, 6 fire, 2 darkness, 2 mind, 0 mind, 68 lightning (309 total damage).
Humerous can barely stand!
Atamathon the Giant Golem hits Humerous for 96 fire, 168 light, 168 physical (433 total damage).
Humerous's spell attains critical power!
A bolt of lightning fires from Humerous's bow, striking Atamathon the Giant Golem!
Atamathon the Giant Golem reflects damage back to Humerous!
Humerous HEALS from lightning damage!
Atamathon the Giant Golem hits Humerous for 196 lightning, 232 healing (196 total damage) [232 healing].
Humerous hits Atamathon the Giant Golem for 276 lightning damage.
Humerous uses Evasion.
Humerous tries to evade attacks.
Humerous uses Sentinel.
Atamathon the Giant Golem hits Humerous for 96 fire, 168 light, 168 physical (433 total damage).
Humerous's spell attains critical power!
Saving game...


































































































