












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 | Skeleton |
| Class | Brawler |
| Level / Exp | 50 / 1210% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nabrethra the copperhead snake at level 16 on the 45th Haze 122nd year of Ascendancy at 08:48 4 / 3Killed by multi-hued drake at level 39 on the 60th Pyre 123rd year of Ascendancy at 14:58 Killed by Utgor the champion of Urh'Rok at level 50 on the 70th Dusk 123rd year of Ascendancy at 18:42 |
Primary Stats
| Strength | 148 (base 66) |
| Dexterity | 113 (base 60) |
| Constitution | 84 (base 34) |
| Magic | 19 (base 8) |
| Willpower | 52 (base 14) |
| Cunning | 133 (base 65) |
Resources
| Psi | 132/132 |
| Life | 1616/1616 |
| Steam | 100/100 |
| Stamina | 385/385 |
| Equilibrium | 0 |
| Healing Factor | 2.3276823682619 |
| Regeneration | 81.119730533927 |
Speed
| Mental | +25% |
| Attack | +15% |
| Movement | +57.64892493468% |
| Spell | +15% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 26 |
| See Stealth | 69.718993597058 |
| See Invisible | 78.718993597058 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 246 |
| Accuracy | 82 |
| Crit Chance | 123% |
| APR | 57 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 54% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 58% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +18% |
| Physical | +9% |
| Lightning | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +29% |
| Lightning | +24% |
| Light | +29% |
| Temporal | +24% |
| Darkness | +29% |
| Physical | +81% |
| Mind | +34% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 46 (69.687909656376%) |
| Defense | 78 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 97 |
| Spell Save | 55 |
| Mental Save | 75 |
Defense: Resistances
| Acid | + 64%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 57%( 70%) |
| All | + 21%( 70%) |
| Physical | + 28%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 42%( 70%) |
| Temporal | + 33%( 70%) |
| Mind | + 28%( 70%) |
| Darkness | + 60%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 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 110% efficiency and cooldown mod of 58%. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 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 180% efficiency and cooldown mod of 54%. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Skate |
| talent | Trained Reactions |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 58% chance to get an automatic counter attack when avoiding a melee attack. (2.5 counters remaining) Counter Attacking |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
You failed to protect the injured seer from death by Xeribrewen the snow giant chieftain. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Skate (+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 lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Disarm (+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 Wrathroot. * 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 27. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bloated horror heart. * You've found the needed snow giant kidney. 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. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Noonsorrow (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +11.0% Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +4% Changes stats: +6 Wil / +5 Con Changes resistances: +6% arcane / +9% blight Changes resistances penetration: +20% mind / +23% physical Changes damage: +3% light Physical save: +15 (+3 eff.) Mental save: +9 (+2 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mindpower: +9 (+2 eff.) Movement speed: +25% It can be used to activate talent Blindside, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 46 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Arkul's Siege Arrows (14/14, 180% power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
| On hands | voratun gauntlets 'Daystrider' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +4 Physical crit. chance: +20.0% Physical power: +20 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +11 Str / +5 Dex / +5 Cun Changes resistances: +15% lightning / +6% arcane Changes damage: +9% light Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Iron Grip Critical mult.: +14.00% Physical save: +15 (+3 eff.) Disarm immunity: +100% Life regen: +11.00 Stamina each turn: +2.00 Maximum stamina: +23.00 Spell crit. chance: +16% Mental crit. chance: +20% When used to modify unarmed attacks: Power: 161% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +38.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Chillsting the voratun helm (8 def, 14 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 cold Changes stats: +11 Str / +10 Dex / +6 Wil / +10 Cun Changes resistances: +30% acid / +25% darkness / +15% lightning / +15% fire / +14% cold / +6% all Physical save: +11 (+2 eff.) Mental save: +15 (+4 eff.) Infravision radius: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Shimmerwill the voratun pickaxe (dig speed 22 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 24% chance to slow global speed by 64% Changes stats: +11 Cun / +3 Str Changes resistances: +15% darkness Changes resistances penetration: +10% lightning / +44% physical Damage affinity(heal): +15% darkness Stamina each turn: +1.00 Only die when reaching: -20.00 life Infravision radius: +20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Bethetha the StarquellerPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Effects on melee hit: * 19% chance to reduce all saves and defense by 36 * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 36 Damage (Ranged): 34 physical Damage when hit (Melee): 4 temporal Changes stats: +10 Cun / +6 Con Changes resistances: +15% light / +3% mind Changes resistances penetration: +10% temporal Spell save: +20 (+6 eff.) Stun/Freeze immunity: +36% Life regen: +6.00 Hate when firing a critical mind attack: +3.00 Maximum stamina: +40.00 Maximum hate: +15.00 Spellpower: +15 (+7 eff.) Mindpower: +15 (+3 eff.) Light radius: +1 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 5.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
| On fingers | DawngrinderCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +3 Physical crit. chance: +7.0% Physical power: +15 (+2 eff.) Damage when hit (Melee): 4 mind / 2 physical Changes stats: +10 Str / +10 Dex / +8 Wil / +17 Cun / +10 Con Changes damage: +6% light Stun/Freeze immunity: +36% Life regen: +9.00 Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
| Around neck | voratun amulet 'Ce'Nuyakira'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 6 blight Changes stats: +4 Wil Changes damage: +9% physical Critical mult.: +15.00% Physical save: +46 (+8 eff.) Spell save: +50 (+14 eff.) Mental save: +49 (+11 eff.) Life regen: +5.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +10 (+5 eff.) Combat speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
| Main armor | drakeskin leather armour 'Ravenslicer' (30 def, 24 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: +24 Defense: +30 (+7 eff.) Fatigue: +8% Effects on melee hit: * 24% chance to slow global speed by 64% Changes stats: +9 Str / +6 Dex Changes resistances: +15% acid / +6% temporal / +3% light / +15% cold / +9% physical / +9% fire Changes resistances penetration: +15% darkness Allows you to breathe in: water Reduces incoming crit damage: 35.00% Physical save: +42 (+7 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
| Light source | dwarven lantern 'Flashtooth'Infused 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: +4.0% Physical power: +8 (+1 eff.) Changes stats: +6 Wil Changes resistances: +9% light / +6% cold Changes resistances penetration: +15% cold / +15% light / +14% all Critical mult.: +19.00% Physical save: +25 (+5 eff.) Spell save: +12 (+4 eff.) Light radius: +10 Healing mod.: +60% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Dusktrial (18 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 64% Damage when hit (Melee): 6 fire Changes resistances: +10% acid / +9% temporal / +9% darkness / +3% blight / +10% fire / +40% lightning / +10% cold Changes damage: +6% lightning / +6% darkness Physical save: +40 (+7 eff.) Mental save: +30 (+7 eff.) Stun/Freeze immunity: +50% Only die when reaching: -100.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mayolravena the drakeskin leather belt Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +21 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Str / +3 Dex / +8 Wil / +9 Cun / +6 Con Changes resistances: +6% lightning / +6% mind / +3% nature Damage against: +42% Summoned Reduced damage from: +45% Summoned Critical mult.: +15.00% Physical save: +12 (+2 eff.) Life regen: +3.60 See invisible: +9 Healing mod.: +29% Size category: +1 A belt that goes around your waist. |
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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. 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 (+18 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 145 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." |
1194 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. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 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. |
4 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. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 8 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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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 (2/2)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 146 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 25] amazing fiery salve [power 25]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 110% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 25] amazing frost salve [power 25]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 110% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 355] amazing healing salve [power 355]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 110% efficiency and 58% cooldown modifier. It can be used to heal 355 Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 311] amazing pain suppressor salve [power 311]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 110% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -311 life and reduces all damage by 27% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 8 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing unstoppable force salve [power 99] amazing unstoppable force salve [power 99]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 110% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 99 and healing factor by half Activation puts Talent Medical Injector on cooldown for 13 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 25] amazing water salve [power 25]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 110% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (25% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 19 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. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 22 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
4 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 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Mr. Bones the Skeleton Brawler level 35
31st Pyre 123rd year of Ascendancy at 10:20 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Mr. Bones the Skeleton Brawler level 35
28th Pyre 123rd year of Ascendancy at 13:22 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 Mr. Bones the Skeleton Brawler level 39
60th Pyre 123rd year of Ascendancy at 14:54 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Mr. Bones the Skeleton Brawler level 38
55th Pyre 123rd year of Ascendancy at 13:16 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mr. Bones the Skeleton Brawler level 7
10th Flare 122nd year of Ascendancy at 13:57 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Mr. Bones the Skeleton Brawler level 37
40th Pyre 123rd year of Ascendancy at 20:32 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Mr. Bones the Skeleton Brawler level 41
8th Flare 123rd year of Ascendancy at 02:03 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Mr. Bones the Skeleton Brawler level 30
11st Pyre 123rd year of Ascendancy at 10:39 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Mr. Bones the Skeleton Brawler level 50
71st Dusk 123rd year of Ascendancy at 13:24 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Mr. Bones the Skeleton Brawler level 22
78th Haze 122nd year of Ascendancy at 13:19 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mr. Bones the Skeleton Brawler level 28
76th Regrowth 123rd year of Ascendancy at 18:03 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Mr. Bones the Skeleton Brawler level 38
46th Pyre 123rd year of Ascendancy at 22:40 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Mr. Bones the Skeleton Brawler level 50
68th Dusk 123rd year of Ascendancy at 08:46 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 Mr. Bones the Skeleton Brawler level 19
57th Haze 122nd year of Ascendancy at 15:30 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 Mr. Bones the Skeleton Brawler level 41
60th Pyre 123rd year of Ascendancy at 20:55 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Mr. Bones the Skeleton Brawler level 10
24th Haze 122nd year of Ascendancy at 08:33 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Mr. Bones the Skeleton Brawler level 20
60th Haze 122nd year of Ascendancy at 22:32 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Mr. Bones the Skeleton Brawler level 30
9th Pyre 123rd year of Ascendancy at 07:54 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Mr. Bones the Skeleton Brawler level 40
60th Pyre 123rd year of Ascendancy at 16:56 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Mr. Bones the Skeleton Brawler level 50
67th Dusk 123rd year of Ascendancy at 05:20 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Mr. Bones the Skeleton Brawler level 29
4th Pyre 123rd year of Ascendancy at 15:33 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Mr. Bones the Skeleton Brawler level 50
67th Dusk 123rd year of Ascendancy at 14:01 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Mr. Bones the Skeleton Brawler level 26
19th Regrowth 123rd year of Ascendancy at 05:41 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mr. Bones the Skeleton Brawler level 49
58th Dusk 123rd year of Ascendancy at 21:25 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Mr. Bones the Skeleton Brawler level 25
1st Wintertide 123rd year of Ascendancy at 08:33 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Mr. Bones the Skeleton Brawler level 19
60th Haze 122nd year of Ascendancy at 15:36 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Mr. Bones the Skeleton Brawler level 38
53rd Pyre 123rd year of Ascendancy at 10:26 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Mr. Bones the Skeleton Brawler level 50
71st Dusk 123rd year of Ascendancy at 13:23 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Mr. Bones the Skeleton Brawler level 6
2nd Flare 122nd year of Ascendancy at 12:27 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 Mr. Bones the Skeleton Brawler level 26
17th Regrowth 123rd year of Ascendancy at 14:49 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Mr. Bones the Skeleton Brawler level 50
71st Dusk 123rd year of Ascendancy at 13:24 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Mr. Bones the Skeleton Brawler level 42
11st Dusk 123rd year of Ascendancy at 02:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Mr. Bones the Skeleton Brawler level 5
3rd Summertide 122nd year of Ascendancy at 19:25 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Mr. Bones the Skeleton Brawler level 41
75th Pyre 123rd year of Ascendancy at 19:56 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Mr. Bones the Skeleton Brawler level 23
79th Haze 122nd year of Ascendancy at 05:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Mr. Bones the Skeleton Brawler level 14
41st Haze 122nd year of Ascendancy at 02:01 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Mr. Bones the Skeleton Brawler level 34
28th Pyre 123rd year of Ascendancy at 09:38 see stats
Log
There is an item here: The Guardian's Totem
There is an item here: elven-wood totem of stinging 'Sametostir' [power 314] (11 cooldown)
There is an item here: Tree of Life
There is an item here: Honeywood Chalice
There is an item here: Gleamschism [power 212] (11 cooldown)
There is an item here: Eremelach the Hazewaker [power 46] (15 cooldown)
There is an item here: Dayspar the ash totem of summon tentacle [power 165] (19 cooldown)
There is an item here: Adybretha [power 305] (19 cooldown)
There is an item here: Nexus of the Way (124% power, 40 apr, mind damage)
There is an item here: Core of the Forge (127% power, 40 apr, dreamforge damage)
There is an item here: steam generator implant of the titan (steam 11)
There is an item here: steam generator implant of the sneak (steam 12)
There is an item here: steam generator implant of the duelist (steam 13)
There is an item here: steam generator implant (steam 15)
There is an item here: medical injector implant of the wizard (efficiency 93% / cooldown 78%)
There is an item here: medical injector implant of the warrior (efficiency 227% / cooldown 73%)
There is an item here: medical injector implant of the titan (efficiency 154% / cooldown 77%)
There is an item here: medical injector implant of the sneak (efficiency 180% / cooldown 61%)
There is an item here: medical injector implant (efficiency 89% / cooldown 61%)
There is an item here: medical injector implant (efficiency 97% / cooldown 55%)
There is an item here: medical injector implant (efficiency 137% / cooldown 64%)
There is an item here: medical injector implant (efficiency 90% / cooldown 61%)
There is an item here: medical injector implant (efficiency 141% / cooldown 81%)
There is an item here: medical injector implant (efficiency 143% / cooldown 51%)
There is an item here: medical injector implant (efficiency 121% / cooldown 68%)
There is an item here: medical injector implant (efficiency 118% / cooldown 55%)
There is an item here: medical injector implant (efficiency 97% / cooldown 56%)





























































































































