










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. 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.
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 50 / 3071% |
| Size | medium |
| Lifes / Deaths | Killed by Xanulaith the rogue at level 50 on the 59th Pyre 124th year of Ascendancy at 18:12 / 1 |
Primary Stats
| Strength | 52 (base 9) |
| Dexterity | 45 (base 12) |
| Constitution | 84 (base 60) |
| Magic | 127 (base 63) |
| Willpower | 134 (base 65) |
| Cunning | 95 (base 38) |
Resources
| Life | 1185/1185 |
| Mana | 295/353 |
| Steam | 100/100 |
| Healing Factor | 2.3176823682619 |
| Regeneration | 72.659342245011 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +43.56571854537% |
| Spell | 0% |
| Global | +134.51659701343% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 15 |
| See Stealth | 36.536272683314 |
| See Invisible | 87.784918846841 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 33 |
| Crit Chance | 64% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 26.666666666667 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +48% |
| Arcane | +66% |
| Cold | +92% |
| All | +33% |
| Lightning | +236% |
| Physical | +94% |
| Temporal | +39% |
| Darkness | +54% |
| Mind | +98% |
| Fire | +52% |
| Nature | +62% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +25% |
| Lightning | +63% |
| Arcane | +25% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (48.304188961773%) |
| Defense | 50 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 61 |
| Mental Save | 68 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 45%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 37%( 70%) |
| Darkness | + 52%( 70%) |
| Temporal | + 43%( 70%) |
| Lightning | + 70%( 70%) |
| Mind | + 51%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 50% |
| Poison Resistance | 70% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Silence Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 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 1339 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 4 turns and blocking 397 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 985% 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 Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Spell / Thaumaturgy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Arcane | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Aegis | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Feather Wind |
| talent | Chant of Fortitude |
| talent | Phantasmal Shield |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Disruption Shield |
| talent | Thunderstorm |
| talent | Multicaster |
| talent | Tempest |
| talent | Arcane Power |
| talent | Essence of Speed |
| talent | Premonition |
| talent | Shielding |
| talent | Spellcraft |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Sharchmage. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Gaba the rogue. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. 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. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed ritch stinger. * You've found the needed mummified bone. Agrimley the hermit has completed an elixir of serendipity 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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. | completed |
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 within4 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 |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Ichorraptor (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +3% acid +6% fire +3% nature Res.pen +10% acid Melee Ret 10 acid On Hit (Melee): * 26% chance to slow global speed by 67% * 10% chance to reduce armor by 44% ----- def ----- Armour +5 Resists +3% acid +14% fire +15% cold Phys.save +15 (+5 eff.) Silence- +50% Confus- +50% Pinning- +25% Stun/Frz- +50% Knockbk- +25% Teleport- +100% Blink to a nearby random location (rad 13) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Stormquell1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +1 Cun dps ---------- Spell.crit +5% Mind.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +18% lightning +6% mind Res.pen +10% lightning +5% acid ----- def ----- Resists +3% acid +9% temporal +15% darkness +13% blight +9% cold Mind.save +11 (+3 eff.) Def/telep +18 Res/telep +18% Dur/telep +30% ---------- misc Equi/ret +0.04 Light +5 Infravis +6 See.Stealth +22 See.Invis +40 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 55 blight damage or heals 62 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Ematha the Galeenvy (18 def, 0 armour) 2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +27% lightning +20% mind +20% nature ----- def ----- Defense +18 (+6 eff.) Resists +20% mind +30% nature Shield.pwr +15% HP.reg +4.10 Disease- +24% Silence- +50% A pointy cloth hat, very wizardly... |
| Tool | dragonbone wand of shielding 'Scummight' [power 542] (20 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +9 Cun +2 Wil dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +18% lightning +6% nature On Hit (Melee): * 20% chance to slow global speed by 67% ----- def ----- Max.HP +60.00 Disarm- +21% Create a shield absorbing up to 987 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Hellspar0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +18% lightning +9% fire +12% acid Res.pen +10% fire Melee Ret 6 acid ----- def ----- Resists +36% lightning +9% fire Max.HP +77.00 HP.reg +15.00 Heal.mod +14% Rings make your fingers look great! |
| On fingers | Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 7.7 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 471.45 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around waist | Bitir the Nightpride1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +13 Dex +15 Wil +21 Cun +10 Lck dps ---------- Dmg.mod +6% lightning +21% darkness Against +45% Summoned On Hit (Melee): * 24% chance to slow global speed by 67% ----- def ----- Resists +9% darkness D.Red.from +45% Summoned Phys.save +19 (+6 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) Stealth +15 Max.HP +70.00 ---------- misc T.Disarm +30 Infravis +6 A belt that goes around your waist. |
| In main hand | Dawntrial the dragonbone magestaff (136% power, 6 apr, lightning element) 5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +31% Crit.mult +35.00% Spell.pwr +23 (+5 eff.) Dmg.mod +15% mind +30% lightning Res.pen +25% light ----- def ----- Resists +5% arcane HP.reg +2.00 Heal.mod +24% ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip 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 | Toriregodar the elven-silk robe (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +13 Str +24 Mag +22 Wil dps ---------- Dmg.mod +48% lightning +47% physical +3% mind +55% cold +9% arcane +6% temporal Res.pen +15% arcane Melee Ret 6 arcane On Hit (Melee): * 21% chance to reduce all saves and defense by 38 ----- def ----- Resists +26% lightning +29% cold +15% all HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% ---------- misc Mana/turn +0.40 Psi/turn +0.39 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Huryrach the elven-silk cloak (12 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +7 Mag +11 Wil dps ---------- Spell.crit +13% Dmg.mod +21% mind +9% arcane ----- def ----- Defense +12 (+4 eff.) Resists +30% lightning +3% mind +5% arcane Phys.save +9 (+3 eff.) Stun/Frz- +50% 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 Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +8 Cun +8 Dex dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +12 (+4 eff.) Spell.pwr +16 (+4 eff.) Mov.spd +15% Dmg.mod +20% lightning +19% all Melee Ret 34 darkness ----- def ----- Ignore.dmg +8% Affinity +20% lightning Heal.mod +50% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
Inventory
Phial of the Ultimate Bearness0.4 potion [Unique] Unknown Quaff phial's content. Impawssible?! |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
60 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Blazeraptor' (dig speed 28 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature +9% light Res.pen +20% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% nature +6% lightning ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) 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 (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Sharchmage the Shalore Archmage level 38
56th Dusk 123rd year of Ascendancy at 12:02 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sharchmage the Shalore Archmage level 50
5th Flare 124th year of Ascendancy at 09:47 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Sharchmage the Shalore Archmage level 38
35th Dusk 123rd year of Ascendancy at 03:05 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Sharchmage the Shalore Archmage level 50
5th Dusk 124th year of Ascendancy at 07:19 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Sharchmage the Shalore Archmage level 42
17th Haze 123rd year of Ascendancy at 17:27 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Sharchmage the Shalore Archmage level 49
1st Regrowth 124th year of Ascendancy at 16:44 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Sharchmage the Shalore Archmage level 41
12nd Haze 123rd year of Ascendancy at 21:13 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Sharchmage the Shalore Archmage level 26
17th Haze 122nd year of Ascendancy at 08:14 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Sharchmage the Shalore Archmage level 50
18th Pyre 124th year of Ascendancy at 18:52 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sharchmage the Shalore Archmage level 10
16th Dusk 122nd year of Ascendancy at 19:28 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Sharchmage the Shalore Archmage level 40
61st Dusk 123rd year of Ascendancy at 05:32 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Sharchmage the Shalore Archmage level 50
50th Regrowth 124th year of Ascendancy at 09:09 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Sharchmage the Shalore Archmage level 30
1st Decay 122nd year of Ascendancy at 21:22 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Sharchmage the Shalore Archmage level 27
17th Haze 122nd year of Ascendancy at 19:59 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Sharchmage the Shalore Archmage level 50
44th Dusk 124th year of Ascendancy at 08:12 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sharchmage the Shalore Archmage level 24
7th Haze 122nd year of Ascendancy at 13:17 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sharchmage the Shalore Archmage level 30
6th Decay 122nd year of Ascendancy at 04:18 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Sharchmage the Shalore Archmage level 22
4th Haze 122nd year of Ascendancy at 04:58 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Sharchmage the Shalore Archmage level 50
24th Dusk 124th year of Ascendancy at 19:11 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Sharchmage the Shalore Archmage level 50
12nd Dusk 124th year of Ascendancy at 16:42 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sharchmage the Shalore Archmage level 31
56th Pyre 123rd year of Ascendancy at 14:05 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Sharchmage the Shalore Archmage level 43
18th Haze 123rd year of Ascendancy at 01:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sharchmage the Shalore Archmage level 10
16th Dusk 122nd year of Ascendancy at 19:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sharchmage the Shalore Archmage level 20
73rd Dusk 122nd year of Ascendancy at 03:04 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Sharchmage the Shalore Archmage level 30
1st Decay 122nd year of Ascendancy at 16:34 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Sharchmage the Shalore Archmage level 40
60th Dusk 123rd year of Ascendancy at 23:56 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Sharchmage the Shalore Archmage level 50
34th Regrowth 124th year of Ascendancy at 11:29 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Sharchmage the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 17:55 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Sharchmage the Shalore Archmage level 50
23rd Dusk 124th year of Ascendancy at 17:35 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Sharchmage the Shalore Archmage level 50
74th Pyre 124th year of Ascendancy at 00:58 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sharchmage the Shalore Archmage level 29
54th Haze 122nd year of Ascendancy at 20:04 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Sharchmage the Shalore Archmage level 30
55th Pyre 123rd year of Ascendancy at 19:57 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Sharchmage the Shalore Archmage level 19
72nd Dusk 122nd year of Ascendancy at 06:46 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Sharchmage the Shalore Archmage level 40
9th Haze 123rd year of Ascendancy at 11:33 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Sharchmage the Shalore Archmage level 50
44th Dusk 124th year of Ascendancy at 08:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sharchmage the Shalore Archmage level 9
2nd Mirth 122nd year of Ascendancy at 01:02 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Sharchmage the Shalore Archmage level 50
23rd Dusk 124th year of Ascendancy at 17:50 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sharchmage the Shalore Archmage level 31
9th Mirth 123rd year of Ascendancy at 16:38 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Sharchmage the Shalore Archmage level 50
44th Dusk 124th year of Ascendancy at 08:12 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Sharchmage the Shalore Archmage level 50
68th Pyre 124th year of Ascendancy at 04:46 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Sharchmage the Shalore Archmage level 44
42nd Haze 123rd year of Ascendancy at 02:59 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sharchmage the Shalore Archmage level 21
75th Dusk 122nd year of Ascendancy at 02:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sharchmage the Shalore Archmage level 15
53rd Dusk 122nd year of Ascendancy at 00:44 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Sharchmage the Shalore Archmage level 50
59th Pyre 124th year of Ascendancy at 18:12 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sharchmage the Shalore Archmage level 37
34th Dusk 123rd year of Ascendancy at 22:43 see stats
Log
You gain 17.33 gold from the melting of dreamer's living mindstar of gales (113% power, 40 apr, mind damage).
You collect a new ingredient: lump of voratun (1).
You gain 7.12 gold from the melting of plaguebringer's voratun longsword (151% power, 6 apr).
You gain 9.24 gold from the melting of swiftstrike dragonbone longbow of true flight.
You collect a new ingredient: lump of steel (1).
You gain 2.80 gold from the melting of quick steel greatsword of massacre (145% power, 2 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of Porissra the Sparkbright (172% power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of voratun greatmaul 'Shadowravage' (197% power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 20.00 gold from the melting of The Black Maul (182% power, 15 apr).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 1.00 gold from the melting of wild infusion (res 22%; mental; dur 2; cd 12).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 1.00 gold from the melting of wild infusion (res 23%; magical; dur 3; cd 13).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 6.41 gold from the melting of heroism infusion (die at -441; dur 10; cd 35).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Sharchmage uses Track.
Talent Timeless is ready to use.
Talent Grace of the Eternals is ready to use.
Talent Disruption Shield is ready to use.
Sharchmage activates Disruption Shield.
The furious lightning storm around Sharchmage calms down and disappears.














































































































