











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 50 / 1591% |
| Size | big |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 13 on the 60th Dusk 122nd year of Ascendancy at 08:11 2 / 5Killed by Xanyvea the elven warrior at level 17 on the 1st Haze 122nd year of Ascendancy at 18:01 Killed by Horned Horror at level 20 on the 9th Haze 122nd year of Ascendancy at 12:23 Killed by Ason the human at level 39 on the 58th Pyre 123rd year of Ascendancy at 14:48 Killed by Big Stupid's Inner Demon at level 40 on the 65th Pyre 123rd year of Ascendancy at 08:10 |
Primary Stats
| Strength | 62 (base 17) |
| Dexterity | 57 (base 37) |
| Constitution | 27 (base 12) |
| Magic | 115 (base 63) |
| Willpower | 100 (base 63) |
| Cunning | 104 (base 63) |
Resources
| Steam | 60/100 |
| Mana | 944/944 |
| Equilibrium | 10 |
| Vim | 86/307 |
| Life | 1152/1152 |
| Psi | 392/392 |
| Stamina | 432/432 |
| Paradox | 3 |
| Healing Factor | 1.6686945338482 |
| Regeneration | 13.766729904248 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +155.16734508054% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 9 |
| See Stealth | 38.398003719403 |
| See Invisible | 37.398003719403 |
Offense: Mainhand
| Damage | 195 |
| Accuracy | 78 |
| Crit Chance | 99% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 73 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 63% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +24% |
| Mind | +25% |
| All | +16% |
| Lightning | +19% |
| Light | +25% |
| Temporal | +22% |
| Physical | +48% |
| Darkness | +63% |
| Fire | +22% |
| Nature | +31% |
Offense: Damage Penetration
| Physical | +59% |
| Light | +45% |
| Nature | +5% |
| Blight | +15% |
| Arcane | +15% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 91.5 (100%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 20 |
| Physical Save | 57.2 |
| Spell Save | 55.6 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 25%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 51%( 70%) |
| Temporal | + 30%( 70%) |
| Physical | + 59%( 70%) |
| Lightning | + 56%( 70%) |
| Mind | + 30%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 58% |
| Poison Resistance | 59% |
| Blind Resistance | 100% |
| Silence Resistance | 34% |
| Bleed Resistance | 69% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 63% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 51%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 232% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 669% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Demented / Tentacles | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Reality Smearing |
| talent | Arcane Combat |
| talent | Mitosis |
| talent | Abyssal Shield |
| talent | Chant of Fortress |
| talent | Beyond the Flesh |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+35% global speed). Clarity |
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. | active |
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 again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by master vampire. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by vampire. Escort: worried loremaster (level 3 of Dreadfell) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Horned Horror. * 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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: 12. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed electric eel tail. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed pouch of bone giant dust. * You've found the needed ice wyrm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Silerevena the Jetwilter (184% power, 4 apr) Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 185% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 30% * 42% chance to reduce strength, dexterity, and constitution by 32 * injects a simple virus dealing 81 blight damage on hit and lowering the victims highest stat * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +24 blight / +12 darkness Damage (radius 1) on hit: +4 darkness When wielded/worn: Accuracy: +34 (+6 eff.) Armour penetration: +16 Changes stats: +1 Str / +3 Mag Changes resistances: +3% darkness Changes resistances penetration: +20% physical Massive two-handed mauls. |
| Light source | Kindlewasp the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 mind Changes resistances penetration: +10% light / +15% physical Critical mult.: +20.00% Physical save: +16 (+4 eff.) Psi when hit: +0.16 Mindpower: +20 (+4 eff.) Light radius: +7 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Charwilter the elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Damage when hit (Melee): 4 fire Changes stats: +10 Cun Changes resistances: +19% physical / +9% mind / +47% darkness Changes resistances penetration: +20% mind Changes damage: +6% fire / +37% darkness / +17% physical Mental save: +15 (+3 eff.) Mana each turn: +0.29 Maximum hate: +9.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
| On feet | Unbreakable Greaves (8 def, 20 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +125% Teleport immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Tool | Ariwe the Flashtide (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 65% * 20% chance to reduce armor by 43% Changes stats: +3 Str Changes resistances: +6% cold / +6% light / +12% darkness Changes resistances penetration: +25% light / +24% physical Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Manolar the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Dex / +4 Mag / +11 Cun Changes resistances penetration: +15% blight Changes damage: +6% temporal Blindness immunity: +33% Spellpower: +8 (+2 eff.) Infravision radius: +5 See stealth: +17 See invisible: +16 Rings make your fingers look great! |
| On fingers | TydunarigPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +6 Changes resistances: +6% acid / +5% arcane / +3% mind / +3% darkness Changes damage: +7% all Mental save: +13 (+3 eff.) Cut immunity: +10% Silence immunity: +34% Confusion immunity: +27% Mana each turn: +0.22 Spellpower: +9 (+2 eff.) Mindpower: +14 (+3 eff.) Healing mod.: +15% Rings make your fingers look great! |
| Around neck | Velyssra the voratun amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 65% Effects when hit in melee: * 43% chance to reduce strength, dexterity, and constitution by 32 * 39% chance to reduce damage dealt by 30% Changes stats: +5 Wil Changes resistances: +12% acid / +17% temporal / +21% light / +9% blight / +6% cold / +20% darkness Spell save: +6 (+2 eff.) Mental save: +11 (+2 eff.) Blindness immunity: +40% Confusion immunity: +21% Pinning immunity: +38% Knockback immunity: +38% Mindpower: +11 (+3 eff.) Amulets make your neck look great! |
| In main hand | Velotta (187% power, 6 apr) Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 187% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 52 damage and reducing their armor On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 physical When wielded/worn: Physical crit. chance: +32.0% Physical power: +21 (+3 eff.) Defense: +25 (+7 eff.) Changes stats: +13 Wil / +13 Mag Critical mult.: +5.00% Spellpower: +17 (+4 eff.) Massive two-handed battleaxes. |
| On hands | voratun gauntlets 'Glowwar' (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +24 (+4 eff.) Physical crit. chance: +10.0% Armour: +3 Fatigue: +5% Damage (Melee): 12 darkness Damage when hit (Melee): 4 lightning Changes stats: +6 Dex Changes resistances: +9% light / +10% darkness Changes resistances penetration: +10% light Changes damage: +3% lightning / +9% light / +10% darkness Talent granted: +5 Iron Grip Critical mult.: +13.00% Disarm immunity: +100% Spell crit. chance: +14% Mental crit. chance: +17% When used to modify unarmed attacks: Power: 160% Range: 1.4x Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +15 Crit. chance: +32.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 13% chance to reduce damage dealt by 30% Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | noble's rough leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Wil / +7 Cun / +5 Lck Damage against: +15% Summoned Reduced damage from: +20% Summoned Trap disarming bonus: +6 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
| Cloak | elven-silk cloak 'Islyda' (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +4 Mag / +4 Wil Changes resistances: +30% lightning / +5% arcane / +6% mind / +6% light Changes resistances penetration: +15% arcane Changes damage: +9% mind / +8% arcane Critical mult.: +21.00% Stun/Freeze immunity: +50% Knockback immunity: +10% Maximum mana: +100.00 Spellpower: +7 (+2 eff.) Spell crit. chance: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xaniba the Mirelash (5 def, 20 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +21 (+3 eff.) Armour: +20 Defense: +5 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 6 acid / 4 nature Changes stats: +7 Str / +10 Mag / +8 Wil Changes resistances: +18% lightning / +8% physical / +3% nature Changes resistances penetration: +5% nature Changes damage: +15% nature Reduces incoming crit damage: 35.00% Physical save: +21 (+5 eff.) Life regen: +8.00 Maximum life: +69.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +8% Mindpower: +14 (+3 eff.) Mental crit. chance: +8% Healing mod.: +20% A suit of armour made of mail. |
Inventory
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Awakened Staff of Absorption (181% power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 181% Range: 1.2x 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 (+9 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." |
1165 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
4 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. |
9 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. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
amazing fiery salve [power 23] amazing fiery salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 111% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (23% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 23] amazing frost salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 111% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 337] amazing healing salve [power 337]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 111% efficiency and 51% cooldown modifier. It can be used to heal 337 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 295] amazing pain suppressor salve [power 295]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 111% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -295 life and reduces all damage by 25% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 94] amazing unstoppable force salve [power 94]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 111% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 94 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 23] amazing water salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 111% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (23% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
6 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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light 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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Big Stupid the Ogre Adventurer level 38
39th Pyre 123rd year of Ascendancy at 11:31 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Big Stupid the Ogre Adventurer level 38
37th Pyre 123rd year of Ascendancy at 17:55 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Big Stupid the Ogre Adventurer level 39
64th Pyre 123rd year of Ascendancy at 06:56 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Big Stupid the Ogre Adventurer level 42
79th Pyre 123rd year of Ascendancy at 12:42 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Big Stupid the Ogre Adventurer level 42
73rd Pyre 123rd year of Ascendancy at 19:24 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Big Stupid the Ogre Adventurer level 24
8th Allure 123rd year of Ascendancy at 12:29 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Big Stupid the Ogre Adventurer level 32
75th Regrowth 123rd year of Ascendancy at 16:44 see stats
Catch that Plumpkin! (Insane (Adventure) difficulty)
Finish the Plumpkin event.By Big Stupid the Ogre Adventurer level 33
12nd Pyre 123rd year of Ascendancy at 17:28 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Big Stupid the Ogre Adventurer level 11
29th Dusk 122nd year of Ascendancy at 17:38 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Big Stupid the Ogre Adventurer level 41
71st Pyre 123rd year of Ascendancy at 16:58 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Big Stupid the Ogre Adventurer level 33
15th Pyre 123rd year of Ascendancy at 04:03 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Big Stupid the Ogre Adventurer level 32
75th Regrowth 123rd year of Ascendancy at 13:43 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Big Stupid the Ogre Adventurer level 25
6th Regrowth 123rd year of Ascendancy at 12:56 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Big Stupid the Ogre Adventurer level 50
59th Haze 123rd year of Ascendancy at 18:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Big Stupid the Ogre Adventurer level 23
42nd Haze 122nd year of Ascendancy at 14:11 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Big Stupid the Ogre Adventurer level 29
10th Regrowth 123rd year of Ascendancy at 23:36 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Big Stupid the Ogre Adventurer level 50
57th Haze 123rd year of Ascendancy at 19:47 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Big Stupid the Ogre Adventurer level 39
57th Pyre 123rd year of Ascendancy at 00:16 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Big Stupid the Ogre Adventurer level 44
79th Pyre 123rd year of Ascendancy at 20:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Big Stupid the Ogre Adventurer level 10
21st Dusk 122nd year of Ascendancy at 18:22 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Big Stupid the Ogre Adventurer level 20
8th Haze 122nd year of Ascendancy at 07:25 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Big Stupid the Ogre Adventurer level 30
34th Regrowth 123rd year of Ascendancy at 00:54 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Big Stupid the Ogre Adventurer level 40
64th Pyre 123rd year of Ascendancy at 15:59 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Big Stupid the Ogre Adventurer level 50
21st Haze 123rd year of Ascendancy at 20:43 see stats
Look at me, I'm playing a roguelike! (Insane (Adventure) difficulty)
Linked yourself in the in-game chat.By Big Stupid the Ogre Adventurer level 37
35th Pyre 123rd year of Ascendancy at 22:54 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Big Stupid the Ogre Adventurer level 50
56th Haze 123rd year of Ascendancy at 17:04 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Big Stupid the Ogre Adventurer level 23
63rd Haze 122nd year of Ascendancy at 18:52 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Big Stupid the Ogre Adventurer level 50
30th Haze 123rd year of Ascendancy at 22:52 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Big Stupid the Ogre Adventurer level 27
9th Regrowth 123rd year of Ascendancy at 04:26 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Big Stupid the Ogre Adventurer level 47
1st Time of Equilibrium 123rd year of Ascendancy at 19:20 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Big Stupid the Ogre Adventurer level 23
5th Allure 123rd year of Ascendancy at 23:52 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Big Stupid the Ogre Adventurer level 41
71st Pyre 123rd year of Ascendancy at 19:03 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Big Stupid the Ogre Adventurer level 50
59th Haze 123rd year of Ascendancy at 18:07 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Big Stupid the Ogre Adventurer level 40
65th Pyre 123rd year of Ascendancy at 08:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Big Stupid the Ogre Adventurer level 11
53rd Dusk 122nd year of Ascendancy at 01:12 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Big Stupid the Ogre Adventurer level 34
20th Pyre 123rd year of Ascendancy at 19:19 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Big Stupid the Ogre Adventurer level 50
59th Haze 123rd year of Ascendancy at 18:08 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Big Stupid the Ogre Adventurer level 47
1st Time of Equilibrium 123rd year of Ascendancy at 19:22 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Big Stupid the Ogre Adventurer level 16
66th Dusk 122nd year of Ascendancy at 07:34 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Big Stupid the Ogre Adventurer level 45
2nd Dusk 123rd year of Ascendancy at 09:27 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Big Stupid the Ogre Adventurer level 22
14th Haze 122nd year of Ascendancy at 11:29 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Big Stupid the Ogre Adventurer level 13
60th Dusk 122nd year of Ascendancy at 07:25 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Big Stupid the Ogre Adventurer level 37
37th Pyre 123rd year of Ascendancy at 11:05 see stats
Well trained (Insane (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Big Stupid the Ogre Adventurer level 47
1st Time of Equilibrium 123rd year of Ascendancy at 19:45 see stats
Log
There is an item here: wild infusion of the psychic (res 41%; mental; dur 3; cd 13)
There is an item here: movement infusion of the warrior (speed 658%; cd 9)
There is an item here: movement infusion of the titan (speed 687%; cd 12)
There is an item here: healing infusion of the duelist (heal 188; cd 13)
There is an item here: healing infusion of the psychic (heal 304; cd 11)
There is an item here: healing infusion of the titan (heal 113; cd 12)
There is an item here: healing infusion of the wizard (heal 339; cd 10)
There is an item here: healing infusion of the wizard (heal 368; cd 10)
There is an item here: healing infusion of the warrior (heal 204; cd 13)
There is an item here: heroism infusion of the psychic (die at -664; dur 6; cd 27)
There is an item here: Unsetting Sun (16 def, 20 armour, 171% power, 280 block)
There is an item here: Summertide (17 def, 15 armour, 173% power, 260 block)
There is an item here: Khulmanar's Wrath (190% power, 8 apr)
There is an item here: Hand of the World-Shaper (0 def, 12 armour)
There is an item here: Dakhtun's Gauntlets (0 def, 6 armour)
There is an item here: Storm Bringer's Gauntlets (0 def, 5 armour)
There is an item here: Steam Powered Gauntlets (0 def, 12 armour)
There is an item here: Demonwar of the Blightspawn (0 def, 3 armour)
There is an item here: Plate of the Blackened Mind (15 def, 40 armour)
There is an item here: Void Shard
There is an item here: Dethzaw (160% power, 27 apr)
There is an item here: Mayiyawe [power 170] (25 cooldown)



























































































































