















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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. Items Vault 1.7.0Donators/Buyers bonus! Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. CN Showing Items Tier in Inventory 1.7.4This 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 Another Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Updated to fix some issues with tradewind rider's fix Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Tooltips Past Level 5 1.7.3If you can level up a talent past level 5, you can compare the new levels (literally 1 row changed, I think it is a bug). Compatibilty: overrides _M:getTalentDesc at mod/dialogs/LevelupDialog.lua 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 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 67 / 93% |
Size | medium |
Lifes / Deaths | Killed by Sketel Pali I/RL at level 67 on the 31st Pyre 124th year of Ascendancy at 06:38 / 1 |
Primary Stats
Strength | 149 (base 73) |
Dexterity | 59 (base 25) |
Constitution | 81 (base 58) |
Magic | 147 (base 72) |
Willpower | 58 (base 25) |
Cunning | 95 (base 60) |
Resources
Life | 3240/2619 |
Mana | 791/951 |
Stamina | 661/663 |
Positive | 363/463 |
Healing Factor | 1.4252415653741 |
Regeneration | 40.145919365144 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 8 |
Lite | 12 |
Infravision | 10 |
See Stealth | 99.745206067988 |
See Invisible | 116.74520606799 |
Offense: Mainhand
Damage | 370 |
Accuracy | 71 |
Crit Chance | 86% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 78 |
Crit Chance | 72% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Blight | +5% |
Arcane | +11% |
Cold | +48% |
All | 0% |
Lightning | +21% |
Light | +89% |
Physical | +10% |
Mind | +15% |
Darkness | +6% |
Fire | +10% |
Nature | +5% |
Offense: Damage Penetration
Acid | +24% |
Arcane | +8% |
Mind | +10% |
All | 0% |
Darkness | +25% |
Light | +67% |
Physical | +5% |
Cold | +15% |
Fire | +10% |
Nature | +67% |
Defense: Base
Armour (hardiness) | 91.745471657281 (100%) |
Defense | 63 |
Ranged Defense | 68 |
Fatigue | 21 |
Physical Save | 57 |
Spell Save | 50 |
Mental Save | 52 |
Defense: Resistances
Acid | + 44%( 76%) |
Blight | + 41%( 76%) |
Physical | + 30%( 76%) |
Cold | + 44%( 76%) |
All | + 22%( 76%) |
Lightning | + 69%( 76%) |
Light | + 86%( 86%) |
Mind | + 31%( 76%) |
Darkness | + 86%( 86%) |
Fire | + 75%( 76%) |
Nature | + 26%( 76%) |
Defense: Immunities
Stun Resistance | 67% |
Confusion Resistance | 37% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 64% |
Bleed Resistance | 100% |
Pinning Resistance | 38% |
Instadeath Resistance | 100% |
Knockback Resistance | 62% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 835 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 169 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 380.66 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 380.52 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
Celestial / Guardian | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Celestial / Crusader | 1.70 |
| 6/5 |
| 5/5 |
| 6/5 |
| 5/5 |
Celestial / Sun | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Celestial / Combat | 1.90 |
| 6/5 |
| 6/5 |
| 6/5 |
| 5/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 2.00 |
| 5/5 |
| 5/5 |
| 6/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.50 |
| 1/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Celestial / Chants | 1.50 |
| 6/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 6/5 |
| 6/5 |
| 0/5 |
| 6/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3548. | 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 Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Str +6 Dex +5 Wil +2 Con +11 Lck ----- def ----- Armour +3 Crit.dmg- 15.00% Stealth +9 ---------- misc Light +3 See.Invis +9 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +5% physical Apr +3 ----- def ----- Phys.save +6 (+2 eff.) Blind- +25% Confus- +12% ---------- misc Light +7 See.Stealth +14 See.Invis +10 Track: Puts all charms on 25 cooldown Level 5.5 Pwr.cost 25 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 25 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +7 Str +3 Mag +5 Cun dps ---------- Spell.crit +1% Acc +7 (+1 eff.) ----- def ----- Fatigue -10% Resists +12% blight +9% fire +9% darkness Spell.save +6 (+2 eff.) ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Cun dps ---------- Crit.mult +5.00% Acc +10 (+2 eff.) Melee Ret 6 acid ----- def ----- Armour +2 Defense +12 (+3 eff.) Resists +18% acid +26% fire +20% lightning +19% cold Phys.save +6 (+2 eff.) Max.HP +40.00 Disarm- +41% Pinning- +28% Knockbk- +32% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +13 Wil +15 Mag dps ---------- Phys.crit +3.0% Spell.pwr +8 (+2 eff.) Melee+ 40 light Dmg.mod +16% light Acc +5 (+1 eff.) Apr +1 ----- def ----- Mind.save +12 (+4 eff.) Die.at -20.00 life Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Dex +1 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Resists +18% lightning Res.Cap +6% all Crit.dmg- 10.00% Phys.save +17 (+5 eff.) Stun/Frz- +36% ---------- misc Infravis +3 See.Invis +12 Masteries +0.30 Celestial/Sun Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 115% Str, 50% Mag, 20% Con Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 148 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 19 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane While equipped: Stats +5 Dex +9 Mag +10 Wil dps ---------- Spell.crit +5% Spell.pwr +11 (+2 eff.) ----- def ----- Fatigue -7% Resists +12% darkness Mind.save +11 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 164% Range: 1.2x Uses 50% Mag, 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Dmg.mod +15% light +10% fire Res.pen +10% light +10% fire ----- def ----- Armour +15 Defense +17 (+5 eff.) Rng.Def +17 (+4 eff.) Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+6 eff.) Blind- +100% Confus- +25% ---------- misc Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 107.53 to 134.41 light damage (based on Willpower and Cunning). Uses 8 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: ----- def ----- Armour +19 Resists +10% acid +10% physical +22% lightning +12% blight +23% fire +6% nature +10% cold Disarm- +23% Pinning- +10% Stun/Frz- +31% Knockbk- +30% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 1.0 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. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+12 eff.) Confus- +50% ---------- misc Max.mana -40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 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. |
![]() 5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +20.00% Phys.pwr +39 (+7 eff.) Spell.pwr +15 (+3 eff.) Apr +7 Melee Ret 8 physical ----- def ----- Resists +15% light Phys.save +18 (+5 eff.) This staff offers 30% bonus to blight damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 150% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 50% Mag, 100% Str Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- Melee Ret 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+3 eff.) Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 150% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 179% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +205 On Crit.r2 +40 fire +40 light +16 mind On Hit: * 27% chance to reduce armor by 44% While equipped: dps ---------- Melee Ret 14 mind 8 darkness On shield block: * Deals 186 light and fire damage to each enemy blocked ----- def ----- Armour +10 Resists +21% acid +15% fire +13% light +27% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 160% Range: 1.2x Uses 50% Mag, 100% Str Dmg Ice Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+2 eff.) Rng.Def +12 (+3 eff.) Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 162% Range: 1.2x Uses 50% Mag, 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+4 eff.) Resists +30% blight +30% darkness Spell.save +19 (+6 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +6 (+1 eff.) Acc +5 (+1 eff.) Apr +6 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 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.) Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +7 Str +4 Mag +5 Wil +5 Cun ----- def ----- Armour +11 ---------- misc Infravis +8 A cap made of leather. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 19 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +9% light Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +15% cold +9% fire Phys.save +18 (+5 eff.) Spell.save +19 (+6 eff.) Mind.save +29 (+9 eff.) ---------- misc Light +5 Infravis +3 See.Stealth +25 See.Invis +33 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Tidal Wave: Level 5.5 Pwr.cost 50 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 65.29 cold damage and 48.53 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 50 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 19 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 126 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 827.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 16 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
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.
Your patron's plan worked. As your body was crushed by the raw forces of the void portal it opened wide. In an instant the connection was made and waves of heat came through.
The mad sun brought forth all its power through the portal, turning the High Peak into a giant searing needle!
A few minutes later the whole world was set ablaze, nothing survived except Faeros elementals.
Achievements
By Sketel Pali I/RL the Skeleton Sun Paladin level 37
9th Flare 123rd year of Ascendancy at 17:55 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 54
78th Regrowth 124th year of Ascendancy at 10:36 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 36
5th Flare 123rd year of Ascendancy at 20:46 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 32
76th Pyre 123rd year of Ascendancy at 22:42 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 41
31st Dusk 123rd year of Ascendancy at 22:33 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 51
29th Regrowth 124th year of Ascendancy at 09:15 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 40
26th Dusk 123rd year of Ascendancy at 06:32 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 23
10th Regrowth 123rd year of Ascendancy at 07:03 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 18
10th Decay 122nd year of Ascendancy at 21:37 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 42
37th Dusk 123rd year of Ascendancy at 11:55 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 39
7th Dusk 123rd year of Ascendancy at 06:18 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 29
5th Pyre 123rd year of Ascendancy at 01:12 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 22
9th Regrowth 123rd year of Ascendancy at 04:26 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 30
25th Pyre 123rd year of Ascendancy at 00:10 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 59
27th Pyre 124th year of Ascendancy at 13:39 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 43
37th Dusk 123rd year of Ascendancy at 21:59 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 37
2nd Dusk 123rd year of Ascendancy at 11:27 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 31
39th Pyre 123rd year of Ascendancy at 17:07 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 10
13rd Haze 122nd year of Ascendancy at 01:38 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 20
8th Allure 123rd year of Ascendancy at 15:23 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 30
13rd Pyre 123rd year of Ascendancy at 20:43 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 40
8th Dusk 123rd year of Ascendancy at 01:29 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 50
76th Haze 123rd year of Ascendancy at 23:39 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 57
13rd Pyre 124th year of Ascendancy at 07:13 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 50
22nd Regrowth 124th year of Ascendancy at 21:49 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 59
17th Pyre 124th year of Ascendancy at 05:20 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 30
14th Pyre 123rd year of Ascendancy at 03:21 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 49
66th Haze 123rd year of Ascendancy at 21:00 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 30
37th Pyre 123rd year of Ascendancy at 03:39 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 17
79th Haze 122nd year of Ascendancy at 18:36 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 39
7th Dusk 123rd year of Ascendancy at 12:35 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 64
31st Pyre 124th year of Ascendancy at 06:36 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 10
16th Haze 122nd year of Ascendancy at 21:03 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 53
53rd Regrowth 124th year of Ascendancy at 17:45 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 67
31st Pyre 124th year of Ascendancy at 06:38 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 43
37th Dusk 123rd year of Ascendancy at 12:00 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 30
20th Pyre 123rd year of Ascendancy at 19:58 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 58
15th Pyre 124th year of Ascendancy at 21:25 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 44
10th Haze 123rd year of Ascendancy at 19:19 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 67
31st Pyre 124th year of Ascendancy at 06:38 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 19
8th Allure 123rd year of Ascendancy at 06:29 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 13
20th Haze 122nd year of Ascendancy at 22:57 see stats
By Sketel Pali I/RL the Skeleton Sun Paladin level 35
2nd Flare 123rd year of Ascendancy at 23:24 see stats
Log
Sketel Pali I/RL performs a melee critical strike against Argoniel!
High Sun Paladin Aeryn HEALS from light damage!
Weapon of Light hits Argoniel for 346 light damage.
Elemental Surge hits Argoniel for 684 light damage.
Shield of Light hits Argoniel for 237 light, 471 light, 184 light (892 total damage).
Sketel Pali I/RL hits High Sun Paladin Aeryn for (191 blocked), (39 absorbed), 0 light, 97 healing, (77 blocked), 0 light, 32 healing (0 total damage) [130 healing].
Sketel Pali I/RL hits Argoniel for 1417 light, 66 physical, 158 light, 7 physical, 20 light, 1 arcane, 306 light (1975 total damage).
Sketel Pali I/RL killed Argoniel!
Sketel Pali I/RL receives 155 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 122 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn uses Infusion: Regeneration.
High Sun Paladin Aeryn starts regenerating health quickly.
Sketel Pali I/RL is free from the acid.
Sketel Pali I/RL's solar fury subsides.
Talent Crusade is ready to use.
Rotting Disease from Argoniel hits Sketel Pali I/RL for (29 absorbed), 0 blight (0 total damage).
Acid Splash from Argoniel hits Sketel Pali I/RL for (33 absorbed), 0 acid (0 total damage).
High Sun Paladin Aeryn is free from the acid.
High Sun Paladin Aeryn aims less carefully.
Rotting Disease from Argoniel hits High Sun Paladin Aeryn for (84 absorbed), 0 blight (0 total damage).
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (46 absorbed), 0 acid (0 total damage).
--------------------------------
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: This is how the world ends: swallowed in fire, but not in darkness. (Insane (Roguelike) difficulty)!
New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.