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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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 Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Plenum Tooltip Custom Edit 1.7.2Plenum 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: Embers of Rage 1.7.0Official 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 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Skirmisher |
| Level / Exp | 50 / 4105% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 83 (base 18) |
| Dexterity | 113 (base 60) |
| Constitution | 80 (base 33) |
| Magic | 23 (base 9) |
| Willpower | 89 (base 62) |
| Cunning | 138 (base 63) |
Resources
| Psi | 169/169 |
| Life | 2049/2049 |
| Steam | 100/100 |
| Stamina | 445/445 |
| Equilibrium | 30 |
| Healing Factor | 2.0710366327278 |
| Regeneration | 40.474058572279 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +47.64892493468% |
| Spell | 0% |
| Global | +97.131339051743% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 18 |
| See Stealth | 112.15745085037 |
| See Invisible | 116.15745085037 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Mainhand
| Damage | 260 |
| Accuracy | 88 |
| Crit Chance | 81% |
| APR | 77 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Mind
| Mindpower | 86 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +36% |
| Light | +36% |
| Physical | +130% |
| All | +16% |
| Nature | +156% |
Offense: Damage Penetration
| Physical | +65% |
| All | +15% |
| Nature | +60% |
Defense: Base
| Armour (hardiness) | 79.518830658759 (100%) |
| Defense | 96 |
| Ranged Defense | 96 |
| Fatigue | 0 |
| Physical Save | 71 |
| Spell Save | 67 |
| Mental Save | 76 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Arcane | + 38%( 70%) |
| Cold | + 47%( 70%) |
| All | + 35%( 70%) |
| Lightning | + 60%( 70%) |
| Physical | + 58%( 70%) |
| Temporal | + 37%( 70%) |
| Darkness | + 43%( 70%) |
| Mind | + 41%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 10% |
| Teleport Resistance | 100% |
| Pinning Resistance | 87% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 774 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse 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 231% efficiency and cooldown mod of 56%. Its effects scale with your Willpower 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 859% 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 Cunning stat. |
Class Talents
| Technique / Tireless Combatant | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Buckler Training | 1.60 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Cunning / Poisons | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cunning / Called Shots | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Technique / Skirmisher - Slings | 1.60 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Bombardment |
| talent | Antimagic Shield |
| talent | Pace Yourself |
| talent | Skate |
| talent | Apply Poison |
| talent | Counter Shot |
| talent | Volatile Poison |
| talent | Crippling Poison |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by Ivurarin the copperhead snake. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Cyrigath the giant ice ant. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by Vorarinor the barrow wight. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Betybeth the barrow wight. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 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 Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 within11 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | Unbreakable Greaves (8 def, 20 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | Voidpanic (23/23, 167% power, 6 apr)3.0 T5 shot ammo [Random Unique] Nature/Psionic Power 167% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Rld cld 6 Ranged+ +34 physical +8 darkness +20 fire +24 mind On Hit.r1 +20 darkness +24 mind On Crit.r2 +15 fire On Hit: * 35% chance to reduce all saves and defense by 45 * 20 arcane resource burn * 24% chance to slow global speed by 74% * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 312 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | Aluhad the dwarven lantern 1.0 T5 lite [Random Unique] Disrupt/Master/Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Dmg.mod +20% light Res.pen +15% all Apr +15 ----- def ----- Resists +3% temporal +3% physical +6% cold +3% all Spell.save +15 (+4 eff.) Mind.save +14 (+3 eff.) Heal.mod +15% Cut- +10% Knockbk- +27% ---------- misc Light +11 See.Stealth +35 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (15 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +22 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Mind.save +15 (+4 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | Spellhunt Remnants (6 def, 8 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 215.76 arcane damage and stunned). Uses 68 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Aeragund (dig speed 7 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Cun dps ---------- Crit.mult +16.00% Phys.pwr +30 (+5 eff.) Dmg.mod +9% nature Acc +8 (+1 eff.) Apr +8 ----- def ----- Resists +12% darkness +12% cold +15% nature +9% mind Affinity +15% darkness Spell.save +6 (+1 eff.) ---------- misc Max.stam +35.50 Infravis +15 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Dagadubers the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +24% physical Apr +5 ----- def ----- Defense +30 (+6 eff.) Resists +7% physical Max.HP +27.00 Disarm- +29% Pinning- +32% Knockbk- +30% Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +13 Dex +5 Mag +5 Wil +13 Cun +5 Con dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+1 eff.) Mov.spd +15% Dmg.mod +20% lightning +9% 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! |
| In main hand | Nithan's Force 4.0 T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +20 Crit +20.0% Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 7.2 Pwr.cost 11 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 243% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
| Around waist | Artholathahor the Hailrigor 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +30% physical Res.pen +20% physical Apr +6 Melee Ret 2 cold ----- def ----- Armour +15 Defense +12 (+3 eff.) Phys.save +31 (+8 eff.) Die.at -80.00 life Max.HP +48.00 A belt that goes around your waist. |
| In off hand | Flashrupture (0 def, 10 armour, 187% power, 204.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Master/Psionic When used to Attack: Power 187% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +204 Melee+ +8 lightning On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Str +12 Dex dps ---------- Phys.crit +18.0% Spell.crit +8% Phys.pwr +15 (+3 eff.) Spell.pwr +5 (+0 eff.) S.pwr/crit +2 Acc +22 (+4 eff.) On Hit (Melee): * 14% chance to reduce all saves and defense by 45 On Melee Ret: * 35% chance to reduce all saves and defense by 45 ----- def ----- Armour +10 Fatigue +8% Resists +9% lightning Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.62 Talents +1 Block Handheld deflection devices. |
| Cloak | Serpentine Cloak (20 def, 0 armour) 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Resists +30% lightning Poison- +50% Stun/Frz- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | elven-silk robe 'Airprophet' (0 def, 10 armour) 2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +16 Con dps ---------- Dmg.mod +86% nature Melee Ret 10 lightning ----- def ----- Armour +10 Resists +5% arcane +9% fire +39% nature +15% all Crit.dmg- 35.00% Spell.save +12 (+3 eff.) Poison- +79% Disease- +95% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant (steam 15)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
blink rune (range 8; phase 27; cd 11)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Antimagic 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: Magnetic 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: Mental Stimulator0.1 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: Moss Tread0.1 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: Poison Groove0.1 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: Rustproof 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: Shocking Touch0.1 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: Spike Attachment0.1 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: Toxic 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: Unstoppable Force 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: Voltaic Sentry0.1 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: Water 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: Winterchill 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. |
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 7 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. |
Chador the Blazepeal (151% power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Arcane Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 blight +16 light On Hit: * 50% chance to reduce strength, dexterity, and constitution by 13 While equipped: dps ---------- Spell.crit +11% ----- def ----- Defense +20 (+4 eff.) Resists +20% mind HP.reg +5.44 Blind- +27% Poison- +27% Disarm- +20% Confus- +27% Sharp, long, and deadly. |
acidic voratun longsword of torment (152% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane/Psionic Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 Sharp, long, and deadly. |
hateful voratun waraxe of massacre (166% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Master/Psionic Power 167% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +19 darkness Against +17% Living One-handed war axes. |
Kilnminister (115% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Dex +4 Mag +8 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +18% fire Res.pen +20% fire ----- def ----- Resists +18% lightning +41% cold +27% fire Crit.dmg- 20.40% Heal.mod +30% Heal/summ +60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Galejeer the dragonbone longbow4.0 T5 longbow 2H weapon [Rare] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +20 acid On Crit.r2 +16 lightning While equipped: Stats +5 Dex +8 Wil +5 Cun dps ---------- Phys.crit +11.0% Dmg.mod +12% lightning +30% acid Res.pen +30% acid Acc +20 (+4 eff.) Melee Ret 12 lightning ---------- misc Infravis +3 Longbows are used to shoot arrows at your foes. |
verdant elven-silk robe of corrosion (+45%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +30% nature +30% acid ----- def ----- Resists +45% acid +15% all Poison- +50% Disease- +47% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating voratun plate armour of the deep (0 def, 22 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +22 Fatigue +22% Resists +15% acid +14% cold HP.reg +8.00 ---------- misc Stam/turn +2.50 Breathe water A suit of armour made of metal plates. |
drakeskin leather belt 'Runindur'1.0 T5 belt armor [Rare] Arcane While equipped: Stats +8 Str +4 Dex +3 Cun ----- def ----- Armour +14 Defense +15 (+3 eff.) Resists +15% light +15% darkness Crit.dmg- 20.00% Spell.save +15 (+4 eff.) HP.reg +5.44 Heal.mod +27% Confus- +27% ---------- misc See.Invis +24 A belt that goes around your waist. |
drakeskin leather belt of containment1.0 T5 belt armor [Ego+] Arcane While equipped: ----- def ----- Anom.red +18 Max.HP +130.00 ---------- misc Max.mana +68.00 Max.stam +65.00 Max.hate +20.00 Max.psi +37.00 Max.vim +40.00 Max.P.En +40.00 Max.N.En +40.00 A belt that goes around your waist. |
grounding drakeskin leather belt of resilience1.0 T5 belt armor [Ego] Nature While equipped: ----- def ----- Resists +15% lightning +15% temporal Max.HP +70.00 A belt that goes around your waist. |
reinforced drakeskin leather belt of the giants1.0 T5 belt armor [Ego+] Master While equipped: dps ---------- Phys.pwr +12 (+2 eff.) ----- def ----- Armour +14 Defense +15 (+3 eff.) Phys.save +25 (+6 eff.) Spell.save +15 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
scholar's pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +13 (+1 eff.) ----- def ----- Armour +5 Fatigue +4% ---------- misc Stam/turn +1.20 Max.stam +38.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
elven-silk wizard hat 'Growhunter' (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +7 Dex +9 Wil +4 Cun dps ---------- Dmg.mod +27% nature Melee Ret 12 nature 10 fire On Hit (Melee): * 27% chance to slow global speed by 74% ----- def ----- Defense +3 (+1 eff.) Resists +13% fire +15% nature +14% cold Crit.dmg- 20.40% ---------- misc See.Invis +24 A pointy cloth hat, very wizardly... |
Torigrim (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +10 Dex dps ---------- Dmg.mod +39% arcane +27% mind Res.pen +20% acid +34% temporal +34% mind Melee Ret 8 mind ----- def ----- Armour +5 Fatigue +5% Resists +20% temporal Def/telep +20 Res/telep +20% Dur/telep +20% A hat made of leather. Very stylish. |
miner's voratun helm of trickery (0 def, 11 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Apr +8 ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
2 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 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
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. |
189 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. |
piercing alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Master While equipped: dps ---------- Dmg.mod +0% light Res.pen +10% all Apr +10 ----- def ----- Resists +3% all Spell.save +10 (+2 eff.) ---------- misc Light +5 See.Stealth +0 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
amazing fiery salve [power 56] amazing fiery salve [power 56]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 231% efficiency and 56% cooldown modifier. Remove 3 magical effects and grants a fiery aura (56% fire, light and lightning affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 807] amazing healing salve [power 807]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 231% efficiency and 56% cooldown modifier. Heal 807 Puts Talent Medical Injector on 11 cooldown Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 747.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 17 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
focusing voratun torque of gale force [power 475] (11 cooldown)2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 14 spaces and dealing 1092 physical damage Puts all charms on 11 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
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 (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Thicc David the Dwarf Skirmisher level 42
20th Profit 123rd year of Ascendancy at 16:24 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Thicc David the Dwarf Skirmisher level 50
18th Stralite 124th year of Ascendancy at 10:03 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Thicc David the Dwarf Skirmisher level 42
19th Profit 123rd year of Ascendancy at 01:45 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Thicc David the Dwarf Skirmisher level 20
25th Dearth 122nd year of Ascendancy at 14:05 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Thicc David the Dwarf Skirmisher level 47
9th Wealth 123rd year of Ascendancy at 10:40 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Thicc David the Dwarf Skirmisher level 50
18th Shortage 123rd year of Ascendancy at 14:38 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Thicc David the Dwarf Skirmisher level 46
5th Wealth 123rd year of Ascendancy at 04:03 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Thicc David the Dwarf Skirmisher level 36
2nd Acquisition 123rd year of Ascendancy at 12:15 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Thicc David the Dwarf Skirmisher level 9
14th Profit 122nd year of Ascendancy at 14:19 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Thicc David the Dwarf Skirmisher level 45
2nd Wealth 123rd year of Ascendancy at 08:49 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Thicc David the Dwarf Skirmisher level 33
4th Voratun 123rd year of Ascendancy at 03:03 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Thicc David the Dwarf Skirmisher level 30
28th Shortage 122nd year of Ascendancy at 23:46 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Thicc David the Dwarf Skirmisher level 50
6th Profit 124th year of Ascendancy at 06:17 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Thicc David the Dwarf Skirmisher level 23
6th Loss 122nd year of Ascendancy at 22:01 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Thicc David the Dwarf Skirmisher level 33
7th Voratun 123rd year of Ascendancy at 08:30 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Thicc David the Dwarf Skirmisher level 44
45th Profit 123rd year of Ascendancy at 19:51 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Thicc David the Dwarf Skirmisher level 50
17th Voratun 124th year of Ascendancy at 23:42 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Thicc David the Dwarf Skirmisher level 50
18th Gold 124th year of Ascendancy at 01:04 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Thicc David the Dwarf Skirmisher level 35
22nd Voratun 123rd year of Ascendancy at 23:12 see stats
Honorary Roguelike Win (Insane (Adventure) difficulty)
Won the game in Normal or Semi-Roguelike permadeath mode without dying.By Thicc David the Dwarf Skirmisher level 50
6th Profit 124th year of Ascendancy at 06:15 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Thicc David the Dwarf Skirmisher level 48
9th Wealth 123rd year of Ascendancy at 13:18 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Thicc David the Dwarf Skirmisher level 50
1st Iron 124th year of Ascendancy at 17:08 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Thicc David the Dwarf Skirmisher level 10
20th Profit 122nd year of Ascendancy at 17:19 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Thicc David the Dwarf Skirmisher level 20
14th Dearth 122nd year of Ascendancy at 23:44 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Thicc David the Dwarf Skirmisher level 30
28th Shortage 122nd year of Ascendancy at 02:59 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Thicc David the Dwarf Skirmisher level 40
16th Profit 123rd year of Ascendancy at 20:18 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Thicc David the Dwarf Skirmisher level 50
10th Dearth 123rd year of Ascendancy at 22:03 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Thicc David the Dwarf Skirmisher level 50
33rd Stralite 124th year of Ascendancy at 18:43 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Thicc David the Dwarf Skirmisher level 50
4th Steel 124th year of Ascendancy at 12:41 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Thicc David the Dwarf Skirmisher level 27
24th Loss 122nd year of Ascendancy at 08:00 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Thicc David the Dwarf Skirmisher level 27
17th Loss 122nd year of Ascendancy at 08:02 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Thicc David the Dwarf Skirmisher level 24
13rd Loss 122nd year of Ascendancy at 21:43 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Thicc David the Dwarf Skirmisher level 45
2nd Wealth 123rd year of Ascendancy at 12:07 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Thicc David the Dwarf Skirmisher level 5
19th Voratun 122nd year of Ascendancy at 02:21 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Thicc David the Dwarf Skirmisher level 50
6th Profit 124th year of Ascendancy at 06:15 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Thicc David the Dwarf Skirmisher level 8
7th Profit 122nd year of Ascendancy at 03:25 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Thicc David the Dwarf Skirmisher level 50
33rd Stralite 124th year of Ascendancy at 16:34 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Thicc David the Dwarf Skirmisher level 31
40th Steel 123rd year of Ascendancy at 04:52 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Thicc David the Dwarf Skirmisher level 50
6th Profit 124th year of Ascendancy at 06:17 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Thicc David the Dwarf Skirmisher level 41
18th Profit 123rd year of Ascendancy at 02:05 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Thicc David the Dwarf Skirmisher level 8
5th Profit 122nd year of Ascendancy at 13:34 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Thicc David the Dwarf Skirmisher level 49
3rd Dearth 123rd year of Ascendancy at 22:04 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Thicc David the Dwarf Skirmisher level 24
15th Loss 122nd year of Ascendancy at 00:38 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Thicc David the Dwarf Skirmisher level 16
42nd Profit 122nd year of Ascendancy at 16:57 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Thicc David the Dwarf Skirmisher level 41
18th Profit 123rd year of Ascendancy at 15:48 see stats
Log
High Sun Paladin Aeryn is filled with the Sun's fury!
High Sun Paladin Aeryn receives 1134 healing.
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 756 healing.
High Sun Paladin Aeryn receives 104 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 104 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 104 healing from High Sun Paladin Aeryn's healing light area effect.
Thicc David picks up (o.): schematic: Water Salve.
High Sun Paladin Aeryn receives 104 healing from High Sun Paladin Aeryn's healing light area effect.
Ran for 14 turns (stop reason: didn't move).
The shield around High Sun Paladin Aeryn crumbles.
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the Far East, with no trace of the portal...
Saving game...
Saving done.
Saving game...
Today is the 7th Profit of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
Saving done.
Today is the 8th Profit of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:03.
Today is the 9th Profit of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 10th Profit of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:36.
















































































































