
















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 | Krog |
| Class | Gunslinger |
| Level / Exp | 50 / 1913% |
| Size | huge |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 19 on the 75th Haze 122nd year of Ascendancy at 04:04 5 / 2Killed by Xanunne the brown bear at level 34 on the 69th Regrowth 123rd year of Ascendancy at 14:18 |
| Antimagic | Follower |
Primary Stats
| Strength | 60 (base 8) |
| Dexterity | 119 (base 62) |
| Constitution | 125 (base 61) |
| Magic | 24 (base 11) |
| Willpower | 79 (base 31) |
| Cunning | 161 (base 64) |
Resources
| Life | 1898/1898 |
| Steam | 106/106 |
| Equilibrium | 30 |
| Psi | 159/159 |
| Healing Factor | 2.5 |
| Regeneration | 132.56923086101 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 19.54964786986 |
| See Stealth | 25 |
| See Invisible | 56 |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 109 |
| Crit Chance | 138% |
| APR | 102 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 122 |
| Accuracy | 109 |
| Crit Chance | 138% |
| APR | 102 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 72% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 99% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +72% |
| Lightning | +38% |
| Physical | +121% |
| Mind | +34% |
| All | +7% |
Offense: Damage Penetration
| Lightning | +55% |
| All | +50% |
| Physical | +95% |
| Darkness | +60% |
| Nature | +55% |
Defense: Base
| Armour (hardiness) | 71.235359554753 (100%) |
| Defense | 88 |
| Ranged Defense | 88 |
| Fatigue | 0 |
| Physical Save | 76 |
| Spell Save | 38 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 65%( 70%) |
| Blight | + 64%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 59%( 70%) |
| All | + 16%( 70%) |
| Physical | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 31%( 70%) |
| Mind | + 36%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 46%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 45% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Pinning Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.4 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Cunning stat. |
| 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 156% 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 156% efficiency and cooldown mod of 51%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.2 steam per turn. Can be activated for an instant burst of 86 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Gunslinging | 1.64 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Steamtech / Automation | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Bullets mastery | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Steamtech / Gunner training | 1.60 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Engineering | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Evasive Shots |
| talent | Embedded Restoration Systems |
| talent | Automated Cloak Tessellation |
| talent | Skate |
| talent | Antimagic Shield |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by wretchling. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 28. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Godig' (0 def, 6 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +6 Fatigue: -3% Effects on melee hit: * 20% chance to slow global speed by 66% Changes stats: +11 Str / +11 Con Changes resistances: +9% lightning / +3% physical / +15% cold / +9% acid / +11% fire Changes damage: +10% physical Physical save: +16 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.90 Maximum life: +42.00 Movement speed: +10% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Anti-Gravity Boots. |
| Quiver | Darkmark the pouch of voratun shots (49/49, 195% power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 196% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +35.0% Capacity: 49 On weapon hit: * 10% chance to reduce damage dealt by 30% On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +237% Damage Shield penetration (this weapon only): +35% Damage (radius 1) on hit: +4 darkness When wielded/worn: Ammo reloads per turn: +7 Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. This object's appearance was changed to Star Shot. |
| Light source | Umbrapassion Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 24% chance to reduce damage dealt by 30% Changes resistances: +9% darkness Changes resistances penetration: +10% all Changes damage: +25% darkness Reduces incoming crit damage: 17.75% Physical save: +14 (+3 eff.) Blindness immunity: +45% Confusion immunity: +30% Light radius: +12 Infravision radius: +14 See stealth: +25 See invisible: +35 Healing mod.: +26% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.7 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | elven-silk wizard hat 'Betolle' (30 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +30 (+6 eff.) Changes stats: +4 Str / +3 Dex / +10 Wil / +11 Cun / +5 Con Changes resistances: +27% lightning / +37% physical / +39% darkness Changes damage: +18% lightning / +40% physical / +40% darkness Physical save: +14 (+3 eff.) Mental save: +16 (+4 eff.) Stamina each turn: +3.00 Maximum hate: +29.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +7% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A pointy cloth hat, very wizardly... This object's appearance was changed to Crown of the Elements. |
| On hands | Coalworm the voratun gauntlets (0 def, 12 armour) Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +29 (+5 eff.) Physical crit. chance: +18.0% Armour: +12 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 66% * 10% chance to reduce damage dealt by 30% Damage (Melee): 14 lightning Changes stats: +5 Str / +5 Wil / +6 Con Changes resistances: +8% lightning / +9% fire / +9% darkness / +1% physical Changes damage: +10% lightning Talent mastery: +0.20 Technique / Grappling Talent granted: +5 Toxic Cannister Launcher Critical mult.: +15.00% Physical save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +100% Spell crit. chance: +18% Mental crit. chance: +16% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +15 Crit. chance: +17.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 2) on crit: +11 lightning Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Wyrmbreath. |
| Tool | voratun pickaxe 'Tempestpain' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +9 (+2 eff.) Armour: +4 Defense: +8 (+2 eff.) Fatigue: -10% Effects on melee hit: * 10% chance to slow global speed by 66% Changes stats: +9 Str Changes resistances: +9% lightning / +10% physical / +6% darkness / +3% temporal Changes resistances penetration: +25% physical Changes damage: +3% lightning Critical mult.: +15.00% Reduces incoming crit damage: 10.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Cuthiran the DemongrinderInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +17 Defense: +19 (+4 eff.) Changes stats: +3 Dex / +4 Cun / +10 Con Changes resistances: +20% physical / +12% darkness / +15% blight / +9% fire / +15% nature / +9% cold Changes damage: +20% physical Physical save: +20 (+4 eff.) Poison immunity: +30% Disease immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | GreenjeerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Changes stats: +11 Dex / +3 Con Changes resistances: +9% nature / +3% physical Changes resistances penetration: +20% physical Mental save: +16 (+4 eff.) Confusion immunity: +40% Stun/Freeze immunity: +50% Life regen: +25.00 Maximum life: +100.00 Healing mod.: +20% Rings make your fingers look great! |
| Around neck | ChaludrathadInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Fatigue: -9% Changes stats: +9 Dex / +3 Wil / +9 Cun / +11 Con Changes resistances: +9% blight / +12% fire / +24% mind Talent masteries: +0.30 Steamtech / Gunner training +0.34 Steamtech / Gunslinging +0.30 Steamtech / Engineering Reduces incoming crit damage: 10.00% Confusion immunity: +44% Life regen: +4.00 Stamina each turn: +1.10 Movement speed: +10% Amulets make your neck look great! |
| In main hand | Emelevea the voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 76 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +29 (+5 eff.) Armour penetration: +3 Physical crit. chance: +5.0% Defense: +11 (+2 eff.) Changes stats: +12 Cun Changes resistances: +6% arcane / +12% nature Changes damage: +22% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-4 turns) Double Shots (-2 turns) See invisible: +6 Steampower: +30 (+6 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to Flashpoint. |
| Around waist | Blackmight Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+3 eff.) Changes stats: +15 Dex / +9 Wil / +21 Cun / +2 Con / +11 Lck Changes resistances: +3% lightning / +9% darkness Changes resistances penetration: +10% darkness Damage against: +44% Summoned Reduced damage from: +40% Summoned Critical mult.: +15.00% Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +7 (+1 eff.) Life regen: +2.60 Mental crit. chance: +12% Infravision radius: +6 Healing mod.: +30% A belt that goes around your waist. |
| In off hand | Taintvenom Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to slow global speed by 66% * injects a simple virus dealing 110 blight damage on hit and lowering the victims highest stat Travel speed: +600% Damage (radius 1) on hit: +20 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +33 (+6 eff.) Armour penetration: +14 Physical crit. chance: +7.0% Effects on ranged hit: * 20 arcane resource burn * 20% chance to slow global speed by 66% Changes stats: +8 Cun Changes resistances: +6% acid / +6% temporal Changes resistances penetration: +5% nature / +15% all Changes damage: +22% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steampower: +28 (+6 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to Flashpoint. |
| Cloak | Sparkpain (4 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +50 (+9 eff.) Armour penetration: +15 Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +5 Str / +6 Dex / +6 Wil / +6 Cun / +5 Con Changes resistances: +36% lightning / +9% temporal / +6% light / +6% arcane / +18% acid Changes resistances penetration: +5% lightning Changes damage: +18% mind Talent mastery: +0.30 Technique / Combat training Critical mult.: +19.00% Stealth bonus: +14 Spell save: +16 (+6 eff.) Stun/Freeze immunity: +50% Stamina each turn: +1.40 Maximum life: +110.00 Maximum stamina: +40.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Jetpack. |
| Main armor | voratun plate armour 'Ulorek' (0 def, 28 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +28 Fatigue: +22% Changes stats: +4 Mag / +8 Wil Changes resistances: +26% acid / +28% physical / +30% darkness / +33% blight / +28% cold / +28% fire / +23% lightning Changes damage: +9% mind Talent cooldown: Rush (-5 turns) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Disarm immunity: +35% Stun/Freeze immunity: +40% Knockback immunity: +30% Life regen: +18.00 Maximum life: +67.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Light radius: +2 See invisible: +15 Healing mod.: +20% A suit of armour made of metal plates. This object's appearance was changed to Temporal Augmentation Robe - Designed In-Style. |
Inventory
Awakened Staff of Absorption (172% power, 60 apr, lightning 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: 172% 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 (+21 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
1661 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) 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. |
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. |
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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+4 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
5 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. |
2 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. |
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 38] amazing fiery salve [power 38]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 156% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (38% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 38] amazing frost salve [power 38]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 156% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (38% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 543] amazing healing salve [power 543]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 156% efficiency and 51% cooldown modifier. It can be used to heal 543 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 475] amazing pain suppressor salve [power 475]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 156% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -475 life and reduces all damage by 29% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing unstoppable force salve [power 151] amazing unstoppable force salve [power 151]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 156% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 151 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 38] amazing water salve [power 38]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 156% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (38% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
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. |
amazing air recyclerRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
perfect ablative armourRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +10 Reduces incoming crit damage: 35.00% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
perfect head lampRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Accuracy: +25 (+5 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun gripRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun white light emitterRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes damage: +20% light Light radius: +5 See stealth: +10 Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
well-made head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Accuracy: +9 (+2 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
4 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. |
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. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Ed Begley Jr. the Krog Gunslinger level 40
18th Pyre 123rd year of Ascendancy at 03:41 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Ed Begley Jr. the Krog Gunslinger level 40
16th Pyre 123rd year of Ascendancy at 09:41 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Ed Begley Jr. the Krog Gunslinger level 23
5th Allure 123rd year of Ascendancy at 02:58 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 Ed Begley Jr. the Krog Gunslinger level 45
7th Mirth 123rd year of Ascendancy at 16:30 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Ed Begley Jr. the Krog Gunslinger level 44
3rd Mirth 123rd year of Ascendancy at 19:36 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Ed Begley Jr. the Krog Gunslinger level 34
70th Regrowth 123rd year of Ascendancy at 04:20 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ed Begley Jr. the Krog Gunslinger level 9
7th Haze 122nd year of Ascendancy at 10:48 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Ed Begley Jr. the Krog Gunslinger level 43
1st Mirth 123rd year of Ascendancy at 11:41 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Ed Begley Jr. the Krog Gunslinger level 40
61st Pyre 123rd year of Ascendancy at 01:05 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Ed Begley Jr. the Krog Gunslinger level 31
57th Regrowth 123rd year of Ascendancy at 20:31 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Ed Begley Jr. the Krog Gunslinger level 23
9th Allure 123rd year of Ascendancy at 18:45 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Ed Begley Jr. the Krog Gunslinger level 50
32nd Haze 123rd year of Ascendancy at 09:35 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ed Begley Jr. the Krog Gunslinger level 21
9th Decay 122nd year of Ascendancy at 08:46 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ed Begley Jr. the Krog Gunslinger level 24
6th Regrowth 123rd year of Ascendancy at 09:31 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Ed Begley Jr. the Krog Gunslinger level 32
62nd Regrowth 123rd year of Ascendancy at 20:17 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Ed Begley Jr. the Krog Gunslinger level 50
27th Haze 123rd year of Ascendancy at 01:29 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By Ed Begley Jr. the Krog Gunslinger level 41
66th Pyre 123rd year of Ascendancy at 02:02 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 Ed Begley Jr. the Krog Gunslinger level 20
75th Haze 122nd year of Ascendancy at 17:18 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 Ed Begley Jr. the Krog Gunslinger level 46
7th Mirth 123rd year of Ascendancy at 19:00 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ed Begley Jr. the Krog Gunslinger level 10
20th Haze 122nd year of Ascendancy at 09:12 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ed Begley Jr. the Krog Gunslinger level 20
75th Haze 122nd year of Ascendancy at 16:35 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ed Begley Jr. the Krog Gunslinger level 30
49th Regrowth 123rd year of Ascendancy at 19:21 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Ed Begley Jr. the Krog Gunslinger level 40
16th Pyre 123rd year of Ascendancy at 05:22 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Ed Begley Jr. the Krog Gunslinger level 50
54th Dusk 123rd year of Ascendancy at 09:03 see stats
Look at me, I'm playing a roguelike! (Insane (Adventure) difficulty)
Linked yourself in the in-game chat.By Ed Begley Jr. the Krog Gunslinger level 11
48th Haze 122nd year of Ascendancy at 19:35 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Ed Begley Jr. the Krog Gunslinger level 50
26th Haze 123rd year of Ascendancy at 05:33 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Ed Begley Jr. the Krog Gunslinger level 42
77th Pyre 123rd year of Ascendancy at 23:03 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Ed Begley Jr. the Krog Gunslinger level 31
54th Regrowth 123rd year of Ascendancy at 06:24 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ed Begley Jr. the Krog Gunslinger level 50
17th Haze 123rd year of Ascendancy at 23:35 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ed Begley Jr. the Krog Gunslinger level 26
22nd Regrowth 123rd year of Ascendancy at 07:10 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Ed Begley Jr. the Krog Gunslinger level 29
49th Regrowth 123rd year of Ascendancy at 15:40 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Ed Begley Jr. the Krog Gunslinger level 35
8th Pyre 123rd year of Ascendancy at 20:36 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ed Begley Jr. the Krog Gunslinger level 27
34th Regrowth 123rd year of Ascendancy at 08:21 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Ed Begley Jr. the Krog Gunslinger level 43
1st Mirth 123rd year of Ascendancy at 15:59 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Ed Begley Jr. the Krog Gunslinger level 50
32nd Haze 123rd year of Ascendancy at 09:34 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ed Begley Jr. the Krog Gunslinger level 7
5th Flare 122nd year of Ascendancy at 02:43 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 Ed Begley Jr. the Krog Gunslinger level 30
53rd Regrowth 123rd year of Ascendancy at 05:29 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Ed Begley Jr. the Krog Gunslinger level 50
32nd Haze 123rd year of Ascendancy at 09:35 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Ed Begley Jr. the Krog Gunslinger level 42
77th Pyre 123rd year of Ascendancy at 22:45 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Ed Begley Jr. the Krog Gunslinger level 47
3rd Dusk 123rd year of Ascendancy at 22:56 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ed Begley Jr. the Krog Gunslinger level 22
10th Decay 122nd year of Ascendancy at 10:08 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ed Begley Jr. the Krog Gunslinger level 16
56th Haze 122nd year of Ascendancy at 02:04 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ed Begley Jr. the Krog Gunslinger level 38
15th Pyre 123rd year of Ascendancy at 14:10 see stats
Log
Ed Begley Jr. drops on the floor: Snowpython the elven-wood totem of stinging [power 398] (15 cooldown).
Your Snowpython the elven-wood totem of stinging [power 398] (15 cooldown) is magically sorted by the storage room and put in a pile with the others items of the same type.
Ed Begley Jr. drops on the floor: Void Shard.
Your Void Shard is magically sorted by the storage room and put in a pile with the others items of the same type.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ed Begley Jr. drops on the floor: Blood of Life.
Your Blood of Life is magically sorted by the storage room.
Ed Begley Jr. drops on the floor: Blood of Undeath.
Your Blood of Undeath is magically sorted by the storage room and put in a pile with the others items of the same type.
There is an item here: Skeletal Claw (167% power, 8 apr)
There is an item here: The Gaping Maw (184% power, 4 apr)
There is an item here: Khulmanar's Wrath (182% power, 8 apr)
Connection to online server lost, trying to reconnect.
Connection to online server established.
There is an item here: Void Shard
There is an item here: Frostbreak [power 370] (15 cooldown)
Ran for 2 turns (stop reason: object seen).
There is an item here: Gwai's Burninator
Ran for 2 turns (stop reason: object seen).
Ed Begley Jr. deactivates his cloak's restoration systems.

























































































































