











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Daeron Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, all spells, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING! Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possessor Bonus Class 1.7.4Donators/Buyers bonus! The Black Bikini 1.7.0Adds new artifact The Black Bikini (automatically changed to The Black Mankini for male characters) with stats identical to Black Robe and appearing at roughly the same depths. In addition, if the Ashes of Urh'Rok DLC is active, both Black Robe and The Black Bikini will be modified to be Obsidian Treasures (like the Black Ring and the Black Core), granting additional defense proportional to the player's total Shadow Power. Frequently Asked Questions: Display Luck on character sheet. 1.7.6Simple addon that displays "hidden" Luck stat on character sheet. Ashes of Urh'Rok 1.7.4Official 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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Living Eyal 1.7.6Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. |Places all extra cities on map, and adds extra dungeons and cities like heroes rest (trainer city). Also reacts to Ooze mod, undead racepack and faetouched collection. astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Items Vault 1.7.6Donators/Buyers bonus! Spider Bikini 1.7.0A companion piece to shad3's Weaver Class addon (required). When you have the Weaver's True Form evolution and are not wearing body armor, your character will be depicted in-game as wearing a spider-silk bikini or mankini. (This will, of course, not be visible if the "Gameplay | Weaver: Full Transfom changes sprite?" game option is enabled.) Youkai Pack 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). Unlock Cultists of Entropy 1.7.6Couldn't figure out how to finish the day it came forbidden book so I made this instead. Adds an in-game menu item. Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Long Range Bows 1.7.6Increase range of all Bows to 11 grids. Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Birth Items 1.7.6Adds a few birth items to classes that I play, namely low-tier items that are useful early and class-specific but can't be reliably found. ---Current supported classes--- Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Wanderer |
| Level / Exp | 50 / 4% |
| Size | huge |
| Lifes / Deaths | Killed by Emota the elven blood mage at level 50 on the 78th Pyre 122nd year of Ascendancy at 06:46 0 / 8Killed by elven corruptor at level 50 on the 78th Pyre 122nd year of Ascendancy at 07:12 Killed by Ivewen the mean looking elven guard at level 50 on the 78th Pyre 122nd year of Ascendancy at 07:52 Killed by elven cultist at level 50 on the 78th Pyre 122nd year of Ascendancy at 08:49 Killed by elven tempest at level 50 on the 78th Pyre 122nd year of Ascendancy at 09:04 Killed by Lisytira the elven warrior at level 50 on the 78th Pyre 122nd year of Ascendancy at 10:14 Killed by Geredhera the skeleton warrior at level 50 on the 2nd Summertide 122nd year of Ascendancy at 08:22 Killed by aoa at level 50 on the 2nd Summertide 122nd year of Ascendancy at 08:27 |
Primary Stats
| Strength | 117 (base 51) |
| Dexterity | 63 (base 46) |
| Constitution | 60 (base 50) |
| Magic | 59 (base 51) |
| Willpower | 69 (base 50) |
| Cunning | 52 (base 34) |
Resources
| Mana | 721/721 |
| Negative | 197/197 |
| Life | 1893/1893 |
| Soul | 16/16 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Vim | 296/296 |
| Positive | 197/197 |
| Stamina | 394/394 |
| Psi | 159/159 |
| Healing Factor | 1.4600507772247 |
| Regeneration | 36.142511369601 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 145 |
| Accuracy | 61 |
| Crit Chance | 25% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Cold | +12% |
| Lightning | +27% |
| Fire | +20% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +13% |
| Temporal | +33% |
| Arcane | +25% |
| Fire | +25% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 35.413408721348 (65.897138898113%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 51 |
| Mental Save | 31 |
Defense: Resistances
| Darkness | + 23%( 70%) |
| Acid | + 67%( 70%) |
| Cold | + 39%( 70%) |
| Temporal | + 39%( 70%) |
| Lightning | + 47%( 70%) |
| Arcane | + 14%( 70%) |
| Fire | + 20%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Fear Resistance | 60% |
| Poison Resistance | 31% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 661% 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 Willpower stat. |
Class Talents
| Wanderer / Mortician | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Threads and webs | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wanderer / Soulpoacher | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 2.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Charged mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Dusk's Aura | 1.00 |
| 5/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Wanderer / Conduit | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Throwing knives | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Force of will | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Psionic focus | Stormfront (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 Base power: 30.0 - 45.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.4 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 16.00 mind and 16.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 17. Terrified: Deals 3.50 mind and 3.50 darkness damage per turn and increases cooldowns by 28%. Haunted: Causes the target to suffer 6.31 mind and 6.31 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
| On feet | reinforced pair of hardened leather boots of void walking (0 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +9% acid / +18% temporal / +15% darkness / +11% fire / +11% lightning / +10% cold Changes resistances penetration: +13% darkness / +13% temporal Defense after a teleport: +18 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% A pair of boots made of leather. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 16 poison Damage (Ranged): 13 poison Damage when hit (Melee): 6 lightning Changes stats: +4 Cun / +3 Dex Changes resistances: +32% acid / +15% lightning Changes resistances penetration: +5% nature / +25% fire Changes damage: +16% acid / +21% fire Poison immunity: +31% 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 | vile gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 5 blight / 10 lightning Changes stats: +6 Con Life regen: +6.00 Maximum life: +64.00 Healing mod.: +13% Rings make your fingers look great! |
| Around neck | warmaker's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +5 Dex / +2 Mag / +5 Wil Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +32.00 Amulets make your neck look great! |
| In main hand | Thunderstruck (28-39 power, 5 apr) Thunderstruck (28-39 power, 5 apr)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 28.0 - 39.2 Uses stats: 30% Dex, 50% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to unleash a greater blast of thunderous power, dealing 117.79 lightning damage (based on Strength), potentially knocking the target back. Damage (Melee): +8 nature Damage (radius 1) on hit: +5 physical Damage (radius 2) on crit: +12 lightning A charred and blackened wooden club, struck by some otherworldly lightning and imbued with unpredictable power. |
| Around waist | monstrous hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +4 Str / +3 Dex / +4 Cun / +4 Con / +7 Lck Trap disarming bonus: +6 Stealth bonus: +6 Physical save: +8 (+3 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
| In off hand | swashbuckler's stralite shield of acid resistance (+23%) (0 def, 8 armour, 49-59 power, 139 block)Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +139 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +8 Fatigue: +8% Changes stats: +6 Str / +6 Dex Changes resistances: +23% acid Talent granted: +1 Block Handheld deflection devices. |
| Cloak | distorting cashmere cloak of mindcraft (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +4 Cun / +6 Wil Mental crit. chance: +6% Slows Projectiles: +28% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour 'Hathokalthochak' (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +23% cold / +5% arcane / +15% temporal Changes resistances penetration: +25% arcane / +20% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 80% / cooldown 55%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 55%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 88% / cooldown 97%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 88% efficiency and cooldown mod of 97%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.2 steam per turn. Can be activated for an instant burst of 21 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.3 steam per turn. Can be activated for an instant burst of 21 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Eclipse (18-21 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 160% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
magewarrior's short yew magestaff of greater warding (20-24 power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +9 (+3 eff.) Maximum wards: +3 cold Changes damage: +20% cold Talents granted: +3 Ward +1 Command Staff Spellpower: +16 (+6 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
iron steamsaw (9-14 power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 9.5 - 14.2 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +10 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (10-15 power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.0 - 15.0 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +11 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.hardened leather sling Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Slings are used to hurl stones or metal shots at your foes. |
iron steamgunRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgunRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.cashmere robe 'Eilinuribeth' (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +6 Wil / +4 Mag Changes resistances: +9% mind / +11% all Changes damage: +22% arcane Spell save: +3 (+1 eff.) Vim when firing critical spell: +2.00 Maximum mana: +44.00 Light radius: +3 Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Xanulewen the cured leather armour (22 def, 10 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +22 (+8 eff.) Fatigue: +7% Damage (Melee): 14 lightning / 12 blight Damage when hit (Melee): 12 lightning / 11 blight Changes stats: +6 Cun / +6 Dex Changes resistances: +18% lightning / +21% temporal / +3% darkness / +18% blight / +6% mind Mental save: +12 (+6 eff.) Teleport immunity: +10% Healing mod.: +20% A suit of armour made of leather. |
steel plate armour of the dragon (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +9% acid / +7% physical / +8% cold / +7% lightning / +7% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +25% Stun/Freeze immunity: +28% Knockback immunity: +27% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.hardened leather belt 'Chargespiker' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +21% lightning / +12% temporal / +11% light / +10% darkness Changes resistances penetration: +15% lightning / +15% temporal Changes damage: +24% lightning / +18% cold A belt that goes around your waist. |
ruinous dawn's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Cun / +6 Lck Changes resistances: +7% lightning Changes resistances penetration: +7% fire Changes damage: +5% fire Trap disarming bonus: +11 Stealth bonus: +11 Infravision radius: +4 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.miner's pair of dwarven-steel boots of strife (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +4 Con / +4 Wil Changes resistances penetration: +8% physical Mindpower: +5 (+2 eff.) Infravision radius: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 27 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.starseer's cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes damage: +4% darkness / +8% temporal / +6% light / +5% physical A pointy cloth hat, very wizardly... |
grounding dwarven-steel helm of might (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +3 Con Changes resistances: +8% lightning / +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
53 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 128] simple healing salve [power 128]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 128 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
This item will automatically be transmogrified when you leave the level.Emanor [power 185] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +9% fire Critical mult.: +20.00% Poison immunity: +20% Disarm immunity: +20% Life regen: +4.00 Maximum life: +60.00 Maximum mana: +80.00 Infravision radius: +3 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 185 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By aoa the Cornac Wanderer level 1
76th Pyre 122nd year of Ascendancy at 21:56 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By aoa the Cornac Wanderer level 50
1st Summertide 122nd year of Ascendancy at 14:36 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By aoa the Cornac Wanderer level 10
77th Pyre 122nd year of Ascendancy at 00:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By aoa the Cornac Wanderer level 20
77th Pyre 122nd year of Ascendancy at 00:43 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By aoa the Cornac Wanderer level 30
77th Pyre 122nd year of Ascendancy at 00:43 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By aoa the Cornac Wanderer level 40
77th Pyre 122nd year of Ascendancy at 00:43 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By aoa the Cornac Wanderer level 50
77th Pyre 122nd year of Ascendancy at 00:43 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By aoa the Cornac Wanderer level 1
76th Pyre 122nd year of Ascendancy at 21:56 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By aoa the Cornac Wanderer level 1
76th Pyre 122nd year of Ascendancy at 21:56 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By aoa the Cornac Wanderer level 50
2nd Summertide 122nd year of Ascendancy at 08:27 see stats
Log
Geredhera the skeleton warrior uses Shield Pummel.
You have deflected 73 incoming damage!
You have deflected 4 incoming damage!
You have deflected 3 incoming damage!
Aoa sacrifices a ghoul to avoid being affected by Off-balance!
Aoa's spell attains critical power!
You have deflected 5 incoming damage!
Aoa's spell attains critical power!
Aoa is stunned!
Raze hits Geredhera the skeleton warrior for (10 blocked), 0 darkness, (10 blocked), 0 darkness, (19 blocked), 0 darkness, (9 blocked), 0 darkness, (9 blocked), 0 darkness, (9 blocked), 0 darkness, (9 blocked), 0 darkness, (16 blocked), 0 darkness, (9 blocked), 0 darkness (0 total damage).
Melee retaliation hits Geredhera the skeleton warrior for (31 blocked), 0 light, (4 blocked), 0 blight, (20 blocked), 0 lightning, (27 blocked), 0 light, (4 blocked), 0 blight, (17 blocked), 0 lightning, (27 blocked), 0 light, (4 blocked), 0 blight, (17 blocked), 0 lightning (0 total damage).
Greater Weapon Focus from Geredhera the skeleton warrior hits aoa for (5 deflected), 477 physical, (9 to psi shield), 14 lightning, 11 cold (503 total damage).
Geredhera the skeleton warrior hits aoa for (73 deflected), (74 to bones), 0 physical, (6 to psi shield), (4 deflected), 5 lightning, (3 deflected), 4 cold (11 total damage).
aoa the level 50 cornac wanderer was iced to death by Geredhera the skeleton warrior on level 2 of Dreadfell.
Geredhera the skeleton warrior prepares for the next kill!
You have no more lives left.
Armoured skeleton warrior is no longer out of phase.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Geredhera the skeleton warrior killed aoa!
Saving game...
Saving done.
Talent Willful Strike is ready to use.
Talent Healing Nexus is ready to use.
Talent Charged Strike is ready to use.
Talent Infusion: Wild is ready to use.
Talent Call of the Crypt is ready to use.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!




























































































































