









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 | Yeek |
| Class | Wanderer |
| Level / Exp | 50 / 2478% |
| Size | small |
| Lifes / Deaths | Killed by Xowe the cutpurse at level 16 on the 61st Dusk 122nd year of Ascendancy at 05:21 4 / 4Killed by Xowe the cutpurse at level 16 on the 61st Dusk 122nd year of Ascendancy at 06:53 Killed by Xowe the cutpurse at level 16 on the 11st Haze 122nd year of Ascendancy at 08:23 Killed by Random Boy at level 50 on the 7th Dusk 123rd year of Ascendancy at 02:18 |
Primary Stats
| Strength | 61 (base 19) |
| Dexterity | 65 (base 14) |
| Constitution | 89 (base 64) |
| Magic | 88 (base 64) |
| Willpower | 46 (base 24) |
| Cunning | 120 (base 60) |
Resources
| Mana | 379/379 |
| Life | 986/986 |
| Soul | 8/8 |
| Hate | 63/111 |
| Psi | 96/96 |
| Vim | 294/294 |
| Steam | 100/100 |
| Positive | 197/197 |
| Stamina | 347/347 |
| Insanity | 0/100 |
| Healing Factor | 1.9678604441647 |
| Regeneration | 18.202709108525 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +45% |
| Spell | +15% |
| Global | +141% |
Vision
| Sight | 10 |
| Lite | 18.54964786986 |
| Infravision | 6 |
| See Stealth | 44 |
| See Invisible | 60 |
Offense: Mainhand
| Damage | 151 |
| Accuracy | 58 |
| Crit Chance | 139% |
| APR | 25 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 92% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 78% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Acid | +15% |
| Arcane | +27% |
| Cold | +49% |
| All | +12% |
| Lightning | +19% |
| Light | +72% |
| Temporal | +51% |
| Physical | +55% |
| Darkness | +76% |
| Fire | +16% |
| Nature | +27% |
Offense: Damage Penetration
| Darkness | +54% |
| Light | +84% |
| Temporal | +34% |
| Arcane | +25% |
| Physical | +70% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 52 (47.65183292883%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 44 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 63%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 70%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 34%( 70%) |
| Temporal | + 51%( 70%) |
| Physical | + 34%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Confusion Resistance | 100% |
| Silence Resistance | 95% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 75% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 110% efficiency and cooldown mod of 69%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 85%. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 801% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 378.35 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Cursed / Darkness | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Psionic / Projection | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Charged mastery | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Discharge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Necrosis | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Trained Reactions |
| talent | Augmentation |
| talent | Abyssal Shield |
| talent | Phantasmal Shield |
| talent | Essence of Speed |
| talent | Premonition |
| talent | Heartstart |
| talent | Beyond the Flesh |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | 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 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | 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 Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)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 gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found 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: 63. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 avoidance without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 within4 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 to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | dragonbone magestaff 'Smolderrock' (148% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +12% Changes stats: +5 Str / +3 Dex / +2 Wil / +2 Cun Changes resistances penetration: +20% physical / +20% temporal / +20% light / +20% darkness Changes damage: +39% physical / +39% temporal / +39% light / +39% darkness Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Physical save: +12 (+3 eff.) Mana each turn: +5.00 Spellpower: +32 (+7 eff.) Spell crit. chance: +5% Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
| Quiver | Void Quiver (0/0, 156% power, 120 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 30% Wil, 90% Mag, 42% Cun Damage type: Temporal darkness Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
| Light source | Glimmerstrike the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 24% chance to reduce armor by 44% Damage when hit (Melee): 6 blight Changes stats: +7 Wil Changes resistances: +12% acid Changes resistances penetration: +15% light / +15% all Changes damage: +9% light Critical mult.: +20.00% Physical save: +15 (+4 eff.) Blindness immunity: +42% Confusion immunity: +21% Light radius: +14 See stealth: +19 See invisible: +24 Healing mod.: +21% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 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 | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
| On feet | Cobrawar the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +3 Cun / +5 Str Silence immunity: +45% Confusion immunity: +37% Stun/Freeze immunity: +45% Maximum stamina: +20.00 Spellpower: +14 (+3 eff.) See invisible: +15 Movement speed: +25% 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 Cinderfeet. |
| Tool | Silusenne (dig speed 24 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes stats: +8 Str / +6 Mag / +1 Wil / +3 Cun Changes resistances: +14% nature Changes resistances penetration: +21% physical Changes damage: +9% nature Critical mult.: +15.00% Maximum mana: +50.00 Spell crit. chance: +7% Mindpower: +10 (+3 eff.) Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Void OrbRequires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 277.11 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. This item has been sent to the Item's Vault. |
| On fingers | voratun ring 'Dawnreeve'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 33 * 10% chance to reduce armor by 44% Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 33 Damage (Ranged): 29 physical Changes stats: +16 Cun / +7 Mag Changes resistances: +12% acid Changes resistances penetration: +5% light Changes damage: +3% acid / +12% cold / +12% light Blindness immunity: +33% Stun/Freeze immunity: +44% Life regen: +7.00 Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Spellpower: +13 (+3 eff.) Infravision radius: +6 See stealth: +25 See invisible: +21 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | Fanged CollarRequires: - Level 15 Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. This item has been sent to the Item's Vault. |
| In main hand | voratun mace 'Woemaim' (169% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 169% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 34 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 370 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +15 blight When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Effects on melee hit: * 24% chance to reduce damage dealt by 27% Changes resistances: +9% temporal / +9% cold Reduces incoming crit damage: 17.75% Disarm immunity: +10% Blunt and deadly. This object's appearance was changed to Seeds of the Black Tree. |
| On hands | Duathelire (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: +23 (+6 eff.) Physical crit. chance: +23.0% Physical power: +17 (+3 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 24% chance to reduce damage dealt by 27% Changes stats: +7 Str / +6 Dex Changes resistances: +6% darkness Changes resistances penetration: +15% physical Critical mult.: +19.00% Mana each turn: +0.40 Spellpower: +15 (+3 eff.) Spell crit. chance: +29% Mental crit. chance: +15% When used to modify unarmed attacks: Power: 158% Range: 1.4x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +33.0% Attack speed: 83% When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +19 arcane Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Invisible. |
| Around waist | drakeskin leather belt 'Flashrock'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 24% chance to slow global speed by 61% Damage when hit (Melee): 8 lightning / 4 cold Changes stats: +6 Cun / +6 Dex Changes resistances: +6% lightning / +6% cold Changes damage: +3% lightning / +6% cold / +6% nature Critical mult.: +13.00% Mental save: +9 (+3 eff.) Life regen: +2.00 Spellpower: +12 (+3 eff.) Mental crit. chance: +15% Healing mod.: +30% A belt that goes around your waist. |
| Cloak | Gidawen the Brightwinter (3 def, 11 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+0 eff.) Damage when hit (Melee): 4 fire / 8 cold Changes stats: +5 Cun / +6 Wil Changes resistances: +30% temporal / +55% darkness / +34% cold Changes resistances penetration: +20% darkness / +30% light Changes damage: +25% darkness / +15% cold Stealth bonus: +20 Mental crit. chance: +8% Light radius: +4 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +29% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Guise of the Hated. |
| Main armor | Erulach (66 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +66 (+15 eff.) Fatigue: +8% Changes stats: +1 Str / +6 Dex / +25 Con Changes resistances: +20% lightning / +6% temporal / +10% darkness / +18% fire / +25% nature / +20% acid / +26% physical / +12% blight / +30% cold / +5% arcane Reduces incoming crit damage: 23.00% Physical save: +22 (+6 eff.) Stamina each turn: +3.55 Mindpower: +15 (+5 eff.) Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. This object's appearance was changed to Robe of Force. |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
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: 180% 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 (+10 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." |
1145 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 When used as an alchemist bomb: Additional 50 poison damage 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 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage 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. |
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. |
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. |
6 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: Additional 40 fire damage 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 24] amazing fiery salve [power 24]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 110% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (24% 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 24] amazing frost salve [power 24]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 110% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (24% 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 351] amazing healing salve [power 351]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 110% efficiency and 69% cooldown modifier. It can be used to heal 351 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 307] amazing pain suppressor salve [power 307]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 110% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -307 life and reduces all damage by 27% 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 98] amazing unstoppable force salve [power 98]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 110% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 98 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 24] amazing water salve [power 24]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 110% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (24% 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. |
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. |
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 When used as an alchemist bomb: Bomb damage +25% 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 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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% When used as an alchemist bomb: Additional 10 physical repulsion damage 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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 When used as an alchemist bomb: Bomb thrown range +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.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
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 Random Boy the Yeek Wanderer level 43
17th Pyre 123rd year of Ascendancy at 11:45 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Random Boy the Yeek Wanderer level 42
15th Pyre 123rd year of Ascendancy at 14:13 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Random Boy the Yeek Wanderer level 36
63rd Regrowth 123rd year of Ascendancy at 15:26 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 Random Boy the Yeek Wanderer level 47
31st Pyre 123rd year of Ascendancy at 09:11 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Random Boy the Yeek Wanderer level 46
25th Pyre 123rd year of Ascendancy at 15:13 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Random Boy the Yeek Wanderer level 32
14th Regrowth 123rd year of Ascendancy at 06:32 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Random Boy the Yeek Wanderer level 14
8th Flare 122nd year of Ascendancy at 21:37 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Random Boy the Yeek Wanderer level 45
22nd Pyre 123rd year of Ascendancy at 22:35 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Random Boy the Yeek Wanderer level 36
63rd Regrowth 123rd year of Ascendancy at 07:42 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Random Boy the Yeek Wanderer level 27
61st Haze 122nd year of Ascendancy at 19:53 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Random Boy the Yeek Wanderer level 23
45th Haze 122nd year of Ascendancy at 14:31 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Random Boy the Yeek Wanderer level 36
54th Regrowth 123rd year of Ascendancy at 09:25 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Random Boy the Yeek Wanderer level 28
73rd Haze 122nd year of Ascendancy at 18:15 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Random Boy the Yeek Wanderer level 50
3rd Dusk 123rd year of Ascendancy at 16:43 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Random Boy the Yeek Wanderer level 40
13rd Pyre 123rd year of Ascendancy at 02:00 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 Random Boy the Yeek Wanderer level 25
47th Haze 122nd year of Ascendancy at 12:35 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 Random Boy the Yeek Wanderer level 48
31st Pyre 123rd year of Ascendancy at 15:32 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Random Boy the Yeek Wanderer level 10
2nd Summertide 122nd year of Ascendancy at 06:42 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Random Boy the Yeek Wanderer level 20
31st Haze 122nd year of Ascendancy at 16:32 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Random Boy the Yeek Wanderer level 30
76th Haze 122nd year of Ascendancy at 15:46 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Random Boy the Yeek Wanderer level 40
11st Pyre 123rd year of Ascendancy at 17:26 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Random Boy the Yeek Wanderer level 50
79th Pyre 123rd year of Ascendancy at 13:51 see stats
Look at me, I'm playing a roguelike! (Insane (Adventure) difficulty)
Linked yourself in the in-game chat.By Random Boy the Yeek Wanderer level 50
9th Dusk 123rd year of Ascendancy at 18:52 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Random Boy the Yeek Wanderer level 50
2nd Dusk 123rd year of Ascendancy at 10:21 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Random Boy the Yeek Wanderer level 50
10th Mirth 123rd year of Ascendancy at 20:55 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Random Boy the Yeek Wanderer level 28
73rd Haze 122nd year of Ascendancy at 20:19 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Random Boy the Yeek Wanderer level 50
4th Flare 123rd year of Ascendancy at 01:07 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Random Boy the Yeek Wanderer level 28
63rd Haze 122nd year of Ascendancy at 01:54 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Random Boy the Yeek Wanderer level 20
32nd Haze 122nd year of Ascendancy at 02:00 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Random Boy the Yeek Wanderer level 45
23rd Pyre 123rd year of Ascendancy at 03:56 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Random Boy the Yeek Wanderer level 50
7th Dusk 123rd year of Ascendancy at 02:18 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Random Boy the Yeek Wanderer level 2
75th Pyre 122nd year of Ascendancy at 13:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Random Boy the Yeek Wanderer level 9
10th Mirth 122nd year of Ascendancy at 03:48 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Random Boy the Yeek Wanderer level 50
7th Dusk 123rd year of Ascendancy at 02:18 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Random Boy the Yeek Wanderer level 35
52nd Regrowth 123rd year of Ascendancy at 20:41 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Random Boy the Yeek Wanderer level 14
15th Dusk 122nd year of Ascendancy at 15:26 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Random Boy the Yeek Wanderer level 49
49th Pyre 123rd year of Ascendancy at 00:42 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Random Boy the Yeek Wanderer level 28
63rd Haze 122nd year of Ascendancy at 03:35 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Random Boy the Yeek Wanderer level 20
33rd Haze 122nd year of Ascendancy at 00:05 see stats
Triumph of the Way (Insane (Adventure) difficulty)
Won ToME by sacrificing yourself to forcefully spread the Way to every other sentient being on Eyal.By Random Boy the Yeek Wanderer level 50
7th Dusk 123rd year of Ascendancy at 02:18 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Random Boy the Yeek Wanderer level 41
14th Pyre 123rd year of Ascendancy at 18:38 see stats
Log
There is an item here: copper citrine ring
There is an item here: copper citrine ring
There is an item here: copper citrine ring
There is an item here: copper citrine ring
There is an item here: conjurer's copper ring of misery
There is an item here: Vargh Redemption
There is an item here: Sleetmalice the copper ring
There is an item here: Polata the copper ring
There is an item here: Mimas the copper ring
There is an item here: Haniregoleg the steel ring
There is an item here: Curestriker the copper ring
There is an item here: Bloodcaller
There is an item here: Ureslak's Femur (164% power, 5 apr)
There is an item here: Bearach the Duathelking (110% power, 3 apr)
There is an item here: cashmere cloak 'Thunderwolf' (13 def, 0 armour)
There is an item here: Yaryhek (2 def, 0 armour)
There is an item here: Manodil the cashmere cloak (2 def, 0 armour)
There is an item here: Cloth of Dreams (10 def, 0 armour)
There is an item here: linen cloak 'Dazzleshine' (1 def, 12 armour)
There is an item here: linen cloak 'Glarepunish' (1 def, 0 armour)
There is an item here: Salygarimina the Dazzlewreath (1 def, 0 armour)
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.





























































































































































