










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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:
Tactical Minimap 1.6.0Changes the minimap colors. 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 3010% |
| Size | small |
| Lifes / Deaths | Killed by Bad Ideas's Inner Demon at level 19 on the 70th Haze 122nd year of Ascendancy at 04:23 3 / 6Killed by Beturimira the giant yellow ant at level 19 on the 71st Haze 122nd year of Ascendancy at 03:37 Killed by orc cryomancer at level 26 on the 3rd Allure 123rd year of Ascendancy at 11:51 Killed by Sleeping Xonn at level 34 on the 68th Pyre 123rd year of Ascendancy at 18:02 Killed by Bad Ideas at level 46 on the 10th Haze 123rd year of Ascendancy at 12:16 Killed by Hypostasis of Entropy at level 50 on the 46th Pyre 124th year of Ascendancy at 21:26 |
Primary Stats
| Strength | 112 (base 60) |
| Dexterity | 119 (base 62) |
| Constitution | 53 (base 32) |
| Magic | 29 (base 13) |
| Willpower | 77 (base 50) |
| Cunning | 84 (base 30) |
Resources
| Life | 1356/1356 |
| Stamina | 390/390 |
| Healing Factor | 1.75457841929 |
| Regeneration | 103.25227058621 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | -66.666666666667% |
| Spell | +15% |
| Global | +140% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 10 |
| See Stealth | 93.838794922916 |
| See Invisible | 106.83879492292 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 276 |
| Accuracy | 111 |
| Crit Chance | 111% |
| APR | 78 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 28% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 35% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Physical | +13% |
| All | +7% |
Offense: Damage Penetration
| Physical | +43% |
| All | +35% |
Defense: Base
| Armour (hardiness) | 29 (89.987013568881%) |
| Defense | 86 |
| Ranged Defense | 86 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 54 |
| Mental Save | 45 |
Defense: Resistances
| Nature | + 14%( 70%) |
| Acid | + 61%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 49%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 25%( 70%) |
| Darkness | + 70%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 43% |
| Bleed Resistance | 100% |
| Confusion Resistance | 78% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 116 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 Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 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. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 648 damage for 7 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 549 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% 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
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Archery prowess | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Race / Parasite | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Undead / Skeleton | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Trained Reactions |
| talent | Intuitive Shots |
| talent | Concealment |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 39%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Bad Ideas. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Mayoba the treant. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Bad Ideas. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Bad Ideas. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+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 been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2509. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Xumira' (30 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Armour: +3 Defense: +30 (+6 eff.) Changes stats: +4 Con / +4 Wil Changes resistances: +2% physical Changes resistances penetration: +8% physical Physical save: +3 (+1 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 Mindpower: +6 (+2 eff.) Infravision radius: +2 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 37 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. This object's appearance was changed to Unbreakable Greaves. |
| Quiver | Xeratta (18/18, 94-131 power, 30 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 93.5 - 130.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +30 Crit. chance: +41.0% Capacity: 18 On weapon hit: * 23% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 262 physical damage On weapon crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +60 physical / +16 arcane Damage (radius 1) on hit: +4 arcane Damage (radius 2) on crit: +12 arcane / +16 temporal Arrows are used with bows to pierce your foes to death. This object's appearance was changed to Quiver of Domination. |
| Light source | Fulesin the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +2 Dex / +5 Mag / +11 Wil / +2 Con Changes resistances penetration: +12% all Critical mult.: +18.00% Mental save: +12 (+4 eff.) Light radius: +7 See stealth: +21 See invisible: +34 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? This object's appearance was changed to Helm of the Dominated. |
| Tool | Crackleravager the elven-wood totem of stinging [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +15% darkness / +2% physical Reduces incoming crit damage: 15.00% Poison immunity: +20% Life regen: +4.00 Hate when firing a critical mind attack: +2.00 Maximum life: +80.00 It can be used to sting an enemy dealing 464 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 78. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +4 Damage when hit (Melee): 2 temporal Changes stats: +2 Str / +8 Dex / +8 Cun Changes resistances: +11% blight / +13% nature / +12% darkness Changes damage: +6% physical Physical save: +6 (+2 eff.) Poison immunity: +26% Disease immunity: +25% Life regen: +13.00 Maximum life: +76.00 Healing mod.: +14% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Kekalthobar the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Defense: +5 (+1 eff.) Effects on melee hit: * 14% chance to reduce all saves and defense by 31 Damage (Melee): 28 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 31 Damage (Ranged): 30 physical Changes stats: +4 Str / +9 Cun / +2 Con Stun/Freeze immunity: +35% Life regen: +23.00 Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Maximum hate: +13.00 Healing mod.: +15% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| Around waist | balancing hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +10 Dex / +9 Cun / +6 Lck Trap disarming bonus: +10 Stealth bonus: +7 Mental crit. chance: +7% Infravision radius: +4 A belt that goes around your waist. |
| In main hand | Cyrona the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +2.0% Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +44 (+8 eff.) Armour penetration: +28 Physical crit. chance: +23.0% Physical power: +21 (+5 eff.) Defense: +20 (+4 eff.) Effects on ranged hit: * 20% chance to slow global speed by 59% Changes stats: +9 Str / +1 Wil Changes resistances penetration: +23% all Physical save: +6 (+2 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | stone warden's drakeskin leather gloves of dexterity (+5) (0 def, 14 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +18 (+3 eff.) Armour: +14 Armour Hardiness: +13% Changes stats: +5 Dex / +9 Con Changes resistances: +9% physical When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Ruthless Grip. |
| Main armor | troll-hide drakeskin leather armour of alacrity (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Life regen: +13.70 Maximum life: +55.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +17% A suit of armour made of leather. |
| Cloak | marshal's elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Changes stats: +4 Str / +4 Con Physical save: +6 (+2 eff.) Maximum life: +146.00 Maximum stamina: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Guise of the Hated. |
| Around neck | Fanged CollarRequires: - Level 15 Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. This item has been sent to the Item's Vault. |
Inventory
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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 (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+21 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 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." |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +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. |
14 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (0/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 79% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 66/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
16 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
24 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
26 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Bad Ideas the Yeek Archer level 37
79th Pyre 123rd year of Ascendancy at 17:57 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Bad Ideas the Skeleton Archer level 50
80th Regrowth 124th year of Ascendancy at 08:28 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Bad Ideas the Yeek Archer level 36
71st Pyre 123rd year of Ascendancy at 01:11 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Bad Ideas the Skeleton Archer level 47
13rd Haze 123rd year of Ascendancy at 17:44 see stats
Bookception! (Nightmare (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Bad Ideas the Skeleton Archer level 49
23rd Haze 123rd year of Ascendancy at 14:54 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Bad Ideas the Yeek Archer level 40
10th Mirth 123rd year of Ascendancy at 17:26 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Bad Ideas the Yeek Archer level 32
3rd Pyre 123rd year of Ascendancy at 13:03 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Bad Ideas the Yeek Archer level 39
5th Mirth 123rd year of Ascendancy at 05:49 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Bad Ideas the Yeek Archer level 40
2nd Flare 123rd year of Ascendancy at 12:13 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Bad Ideas the Yeek Archer level 29
23rd Regrowth 123rd year of Ascendancy at 08:33 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Bad Ideas the Skeleton Archer level 50
37th Pyre 124th year of Ascendancy at 07:36 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Bad Ideas the Yeek Archer level 20
71st Haze 122nd year of Ascendancy at 14:12 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bad Ideas the Yeek Archer level 29
23rd Regrowth 123rd year of Ascendancy at 23:09 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Bad Ideas the Skeleton Archer level 50
31st Pyre 124th year of Ascendancy at 15:14 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Bad Ideas the Skeleton Archer level 50
58th Regrowth 124th year of Ascendancy at 18:01 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bad Ideas the Yeek Archer level 21
73rd Haze 122nd year of Ascendancy at 19:34 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Bad Ideas the Skeleton Archer level 50
57th Regrowth 124th year of Ascendancy at 04:54 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Bad Ideas the Yeek Archer level 30
51st Regrowth 123rd year of Ascendancy at 01:28 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Bad Ideas the Yeek Archer level 10
9th Mirth 122nd year of Ascendancy at 08:32 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Bad Ideas the Yeek Archer level 20
71st Haze 122nd year of Ascendancy at 09:37 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Bad Ideas the Yeek Archer level 30
43rd Regrowth 123rd year of Ascendancy at 12:21 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Bad Ideas the Yeek Archer level 40
5th Mirth 123rd year of Ascendancy at 10:59 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Bad Ideas the Skeleton Archer level 50
31st Haze 123rd year of Ascendancy at 13:49 see stats
Not Really Yourself (Nightmare (Adventure) difficulty)
Let a parasitic horror take over your body and watch it grow in power.By Bad Ideas the Yeek Archer level 46
8th Haze 123rd year of Ascendancy at 23:46 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Bad Ideas the Skeleton Archer level 50
29th Pyre 124th year of Ascendancy at 08:20 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Bad Ideas the Yeek Archer level 30
73rd Regrowth 123rd year of Ascendancy at 08:47 see stats
Portal destroyer (Nightmare (Adventure) difficulty)
Fought the two Sorcerers and closed one invocation portal.By Bad Ideas the Skeleton Archer level 50
37th Pyre 124th year of Ascendancy at 07:35 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Bad Ideas the Skeleton Archer level 50
61st Regrowth 124th year of Ascendancy at 23:40 see stats
Sheer Badassery! (Nightmare (Adventure) difficulty)
Demonstrate your epic badassness to at least 100 foes!By Bad Ideas the Yeek Archer level 38
3rd Mirth 123rd year of Ascendancy at 23:32 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Bad Ideas the Skeleton Archer level 48
23rd Haze 123rd year of Ascendancy at 05:46 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Bad Ideas the Yeek Archer level 26
3rd Allure 123rd year of Ascendancy at 10:38 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Bad Ideas the Yeek Archer level 39
5th Mirth 123rd year of Ascendancy at 10:35 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Bad Ideas the Yeek Archer level 26
3rd Allure 123rd year of Ascendancy at 00:32 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Bad Ideas the Yeek Archer level 9
8th Mirth 122nd year of Ascendancy at 08:40 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Bad Ideas the Skeleton Archer level 50
29th Pyre 124th year of Ascendancy at 14:13 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Bad Ideas the Skeleton Archer level 50
37th Pyre 124th year of Ascendancy at 07:36 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Bad Ideas the Yeek Archer level 17
12nd Dusk 122nd year of Ascendancy at 16:34 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Bad Ideas the Yeek Archer level 41
33rd Dusk 123rd year of Ascendancy at 10:33 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Bad Ideas the Yeek Archer level 25
9th Decay 122nd year of Ascendancy at 20:27 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Bad Ideas the Yeek Archer level 18
20th Dusk 122nd year of Ascendancy at 20:50 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Bad Ideas the Yeek Archer level 35
70th Pyre 123rd year of Ascendancy at 17:55 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Bad Ideas the Skeleton Archer level 47
22nd Haze 123rd year of Ascendancy at 18:07 see stats
Log
Hypostasis of Entropy hits Bad Ideas for 124 temporal, 122 darkness (246 total damage).
Bad Ideas the level 50 skeleton archer was darkened to death by Hypostasis of Entropy on level 1 of Entropic Void.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Hypostasis of Entropy killed Bad Ideas!
Saving game...
Saving done.
Talent Quickened is ready to use.
Bad Ideas activates Concealment.
Talent Bone Armour is ready to use.
Talent Trained Reactions is ready to use.
Talent Re-assemble is ready to use.
Bad Ideas activates Trained Reactions.
Talent Intuitive Shots is ready to use.
Talent Trueshot is ready to use.
Talent Dominant Will is ready to use.
Bad Ideas activates Intuitive Shots.
Talent Rune: Shielding is ready to use.
Talent Rune: Shielding is ready to use.
Talent Escape is ready to use.
Talent Aim is ready to use.
Bad Ideas activates Aim.
Bad Ideas deactivates Concealment.
Talent Concealment is ready to use.
Bad Ideas activates Concealment.
Bad Ideas deactivates Concealment.































































































