









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 | Ghoul |
| Class | Corruptor |
| Level / Exp | 50 / 1772% |
| Size | medium |
| Lifes / Deaths | Killed by Mirror Image (Elandar) at level 50 on the 1st Decay 123rd year of Ascendancy at 02:17 6 / 1 |
Primary Stats
| Strength | 35 (base 10) |
| Dexterity | 37 (base 10) |
| Constitution | 85 (base 60) |
| Magic | 104 (base 60) |
| Willpower | 28 (base 13) |
| Cunning | 96 (base 60) |
Resources
| Life | 1922/1922 |
| Mana | 427/427 |
| Steam | 60/100 |
| Vim | 100/205 |
| Healing Factor | 2.5 |
| Regeneration | 205.375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +99.416166851278% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 10 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 47 |
| Crit Chance | 65% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 107 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +82% |
| Blight | +159% |
| Arcane | +17% |
| Cold | +49% |
| All | +7% |
| Darkness | +127% |
| Light | +22% |
| Physical | +32% |
| Fire | +160% |
| Mind | +27% |
Offense: Damage Penetration
| Acid | +70% |
| Darkness | +25% |
| Temporal | +35% |
| Blight | +90% |
| Cold | +40% |
| Fire | +15% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 120.69472230723 (100%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 18 |
| Physical Save | 60 |
| Spell Save | 58 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 64%( 70%) |
| Blight | + 57%( 70%) |
| Arcane | + 38%( 70%) |
| Cold | + 69%( 70%) |
| All | + 19%( 70%) |
| Physical | + 56%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 46%( 70%) |
| Mind | + 43%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 50% |
| Fear Resistance | 100% |
| Poison Resistance | 90% |
| Silence Resistance | 70% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 75% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 75% |
Inscriptions (3/3)
| 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 143% efficiency and cooldown mod of 61%. Its effects scale with your Dexterity stat. |
| 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 121% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Corruption / Sanguisuge | 1.62 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 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 |
| Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Dark Ritual |
| talent | Chant of Fortress |
| talent | Bone Shield |
| talent | Flame of Urh'Rok |
| talent | Blood Fury |
| talent | Aether Permeation |
| talent | Defensive Posture |
| talent | Premonition |
| talent | Overkill |
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 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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: 46. | 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 AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed minotaur nose. * You've found the needed faerlhing fang. | 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 within12 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Dazzlesin' (0 def, 13 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Damage when hit (Melee): 4 light Changes stats: +5 Mag / +6 Cun / +6 Con Changes resistances: +23% acid / +13% fire / +15% cold / +15% lightning Changes resistances penetration: +25% acid / +20% temporal Changes damage: +15% light Physical save: +38 (+10 eff.) Mental save: +23 (+6 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Life regen: +11.00 Lowers spell cool-downs by: 10% Light radius: +2 Healing mod.: +20% 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. |
| Light source | Radianceborn Powered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +8 Mag / +6 Con Changes resistances: +15% blight / +3% temporal / +3% light / +9% nature Changes resistances penetration: +15% all Changes damage: +25% darkness Poison immunity: +10% Stun/Freeze immunity: +24% Life regen: +16.00 Spellpower: +17 (+3 eff.) Light radius: +8 Infravision radius: +10 See invisible: +16 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Voravena (0 def, 5 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: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 41 * 24% chance to reduce armor by 52% Changes stats: +13 Lck / +10 Dex Changes resistances: +14% acid / +12% fire / +18% cold / +9% lightning Changes resistances penetration: +15% blight Allows you to breathe in: water Mental save: +6 (+1 eff.) Silence immunity: +50% Spell crit. chance: +8% Mindpower: +25 (+6 eff.) Mental crit. chance: +7% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Infused Cerebrum. |
| On hands | Khelyfast the voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Physical power: +10 (+3 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 41 Damage (Melee): 15 blight / 9 arcane Damage when hit (Melee): 4 physical Changes stats: +10 Wil / +7 Mag Changes resistances: +9% blight / +8% arcane Changes damage: +36% blight / +6% physical / +10% arcane Talent granted: +5 Iron Grip Critical mult.: +12.00% Disarm immunity: +100% Life regen: +11.00 Stamina each turn: +1.90 Only die when reaching: -40.00 life Maximum stamina: +32.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +15% Mental crit. chance: +15% When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +19 arcane Damage (radius 2) on crit: +15 blight Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Flamewrought. |
| Tool | Getygen (dig speed 22 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +11 Physical power: +10 (+3 eff.) Fatigue: -10% Damage when hit (Melee): 8 mind Changes stats: +8 Str / +1 Dex / +5 Mag Changes resistances penetration: +20% blight Critical mult.: +20.00% Stamina each turn: +1.00 Maximum mana: +43.00 Maximum stamina: +30.00 Spell crit. chance: +8% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | PolanaInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +20% mind / +19% physical Changes resistances penetration: +10% blight Changes damage: +12% acid / +19% physical / +20% mind Spell save: +9 (+3 eff.) Mental save: +14 (+3 eff.) Confusion immunity: +50% Life regen: +14.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +70.00 Maximum mana: +40.00 Spellpower: +10 (+2 eff.) Healing mod.: +18% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
| On fingers | voratun ring 'Rainjam'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +16 Defense: +37 (+10 eff.) Damage when hit (Melee): 2 cold Changes stats: +17 Cun / +8 Mag Changes resistances: +20% blight / +9% acid Changes resistances penetration: +15% acid / +15% cold Changes damage: +20% blight / +24% acid Spellpower: +12 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | voratun amulet 'Rainwoe'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +20 (+5 eff.) Fatigue: -10% Changes stats: +20 Lck Changes resistances: +30% temporal / +9% mind / +3% physical Changes resistances penetration: +10% blight Changes damage: +12% cold Talent mastery: +0.32 Corruption / Sanguisuge Pinning immunity: +50% Knockback immunity: +50% Life regen: +5.00 Maximum life: +60.00 Healing mod.: +10% Reduce all damage from unseen attackers: 18% Amulets make your neck look great! |
| In main hand | Sparkstalker (136% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +3% lightning Changes resistances penetration: +15% acid Changes damage: +39% acid / +30% cold / +30% darkness / +48% blight Talent granted: +1 Command Staff Vim when firing critical spell: +6.00 Maximum vim: +40.00 Spellpower: +36 (+6 eff.) Spell crit. chance: +15% Talent on hit(spell): Manathrust (10% chance level 5). Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Seeds of the Black Tree. |
| Around waist | Porethra the Tidestun Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+6 eff.) Damage when hit (Melee): 2 blight / 4 cold Changes resistances: +21% cold / +15% fire Changes resistances penetration: +20% blight / +10% cold Changes damage: +12% blight Stealth bonus: +15 Mental save: +15 (+4 eff.) Life regen: +2.90 Spellpower: +12 (+2 eff.) Healing mod.: +30% A belt that goes around your waist. |
| In off hand | Lunar Shield (0 def, 20 armour, 156% power, 250 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 156% Range: 1.4x Uses stat: 100% Str Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +20 Fatigue: +2% Damage when hit (Melee): 25 lightning On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Changes resistances: +25% darkness Changes damage: +40% darkness Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+3 eff.) Special effect on block: Unleash a lightning nova of radius equal to the tinker tier. Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. This item has been sent to the Item's Vault. This object's appearance was changed to Black Mesh. |
| Cloak | Urthivon the elven-silk cloak (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +3% blight / +17% darkness / +30% lightning Changes resistances penetration: +10% darkness Changes damage: +21% blight / +25% darkness Stealth bonus: +21 Spell save: +28 (+7 eff.) Mental save: +41 (+10 eff.) Stun/Freeze immunity: +50% Equilibrium when hit: +0.12 Maximum psi: +20.00 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 Ethereal Embrace. |
| Main armor | voratun plate armour 'Uledin' (0 def, 40 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Fatigue: +22% Changes stats: +2 Wil Changes resistances: +9% acid / +11% physical / +8% cold / +12% fire / +15% arcane / +9% lightning Changes damage: +15% blight Reduces incoming crit damage: 35.00% Spell save: +25 (+7 eff.) Silence immunity: +20% Life regen: +22.00 Maximum life: +232.00 Healing mod.: +38% A suit of armour made of metal plates. This object's appearance was changed to Worm Nest. |
Inventory
Prismatic Rune (6 turns; physical, blight, cold, arcane, fire)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 blight, 3 cold, 5 arcane, 4 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Newly picked upRing of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
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 (+8 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." |
Newly picked upVoid 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: 70% Dex, 40% Mag, 50% Str 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. |
1568 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. |
Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
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 28] amazing fiery salve [power 28]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 121% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (28% 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 28] amazing frost salve [power 28]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 121% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (28% 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 404] amazing healing salve [power 404]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 121% efficiency and 57% cooldown modifier. It can be used to heal 404 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 353] amazing pain suppressor salve [power 353]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 121% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -353 life and reduces all damage by 28% 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 112] amazing unstoppable force salve [power 112]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 121% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 112 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 28] amazing water salve [power 28]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 121% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (28% 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. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
3 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. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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.
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 View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By The Big Dripper the Ghoul Corruptor level 50
50th Haze 123rd year of Ascendancy at 12:11 see stats
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By The Big Dripper the Ghoul Corruptor level 41
9th Mirth 123rd year of Ascendancy at 11:14 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By The Big Dripper the Ghoul Corruptor level 41
76th Pyre 123rd year of Ascendancy at 05:02 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By The Big Dripper the Ghoul Corruptor level 37
55th Pyre 123rd year of Ascendancy at 10:43 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 The Big Dripper the Ghoul Corruptor level 45
27th Dusk 123rd year of Ascendancy at 15:12 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By The Big Dripper the Ghoul Corruptor level 45
22nd Dusk 123rd year of Ascendancy at 17:43 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By The Big Dripper the Ghoul Corruptor level 38
70th Pyre 123rd year of Ascendancy at 14:07 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By The Big Dripper the Ghoul Corruptor level 35
34th Pyre 123rd year of Ascendancy at 03:05 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By The Big Dripper the Ghoul Corruptor level 6
6th Mirth 122nd year of Ascendancy at 11:07 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By The Big Dripper the Ghoul Corruptor level 44
19th Dusk 123rd year of Ascendancy at 17:20 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By The Big Dripper the Ghoul Corruptor level 42
8th Flare 123rd year of Ascendancy at 18:12 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By The Big Dripper the Ghoul Corruptor level 32
65th Regrowth 123rd year of Ascendancy at 16:16 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By The Big Dripper the Ghoul Corruptor level 29
45th Regrowth 123rd year of Ascendancy at 20:55 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By The Big Dripper the Ghoul Corruptor level 50
1st Decay 123rd year of Ascendancy at 04:15 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By The Big Dripper the Ghoul Corruptor level 23
18th Regrowth 123rd year of Ascendancy at 01:37 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By The Big Dripper the Ghoul Corruptor level 36
40th Pyre 123rd year of Ascendancy at 21:00 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By The Big Dripper the Ghoul Corruptor level 43
17th Dusk 123rd year of Ascendancy at 09:40 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By The Big Dripper the Ghoul Corruptor level 50
76th Haze 123rd year of Ascendancy at 22:29 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By The Big Dripper the Ghoul Corruptor level 42
16th Dusk 123rd year of Ascendancy at 09:42 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 The Big Dripper the Ghoul Corruptor level 23
1st Regrowth 123rd year of Ascendancy at 05:11 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 The Big Dripper the Ghoul Corruptor level 47
27th Dusk 123rd year of Ascendancy at 16:15 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By The Big Dripper the Ghoul Corruptor level 10
33rd Haze 122nd year of Ascendancy at 03:39 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By The Big Dripper the Ghoul Corruptor level 20
4th Allure 123rd year of Ascendancy at 12:33 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By The Big Dripper the Ghoul Corruptor level 30
55th Regrowth 123rd year of Ascendancy at 13:56 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By The Big Dripper the Ghoul Corruptor level 40
74th Pyre 123rd year of Ascendancy at 12:01 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By The Big Dripper the Ghoul Corruptor level 50
3rd Haze 123rd year of Ascendancy at 11:25 see stats
Look at me, I'm playing a roguelike! (Insane (Adventure) difficulty)
Linked yourself in the in-game chat.By The Big Dripper the Ghoul Corruptor level 12
39th Haze 122nd year of Ascendancy at 14:30 see stats
Oozemancer (Insane (Adventure) difficulty)
Destroyed the corrupted oozemancer.By The Big Dripper the Ghoul Corruptor level 34
21st Pyre 123rd year of Ascendancy at 01:29 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By The Big Dripper the Ghoul Corruptor level 50
76th Haze 123rd year of Ascendancy at 03:48 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By The Big Dripper the Ghoul Corruptor level 50
65th Haze 123rd year of Ascendancy at 13:03 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By The Big Dripper the Ghoul Corruptor level 32
76th Regrowth 123rd year of Ascendancy at 18:18 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By The Big Dripper the Ghoul Corruptor level 50
67th Haze 123rd year of Ascendancy at 20:20 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By The Big Dripper the Ghoul Corruptor level 43
18th Dusk 123rd year of Ascendancy at 15:16 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By The Big Dripper the Ghoul Corruptor level 35
32nd Pyre 123rd year of Ascendancy at 10:35 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By The Big Dripper the Ghoul Corruptor level 23
3rd Regrowth 123rd year of Ascendancy at 15:54 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By The Big Dripper the Ghoul Corruptor level 44
20th Dusk 123rd year of Ascendancy at 04:38 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By The Big Dripper the Ghoul Corruptor level 50
1st Decay 123rd year of Ascendancy at 04:15 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By The Big Dripper the Ghoul Corruptor level 21
7th Allure 123rd year of Ascendancy at 06:59 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By The Big Dripper the Ghoul Corruptor level 7
14th Haze 122nd year of Ascendancy at 21:59 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By The Big Dripper the Ghoul Corruptor level 50
1st Decay 123rd year of Ascendancy at 04:15 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By The Big Dripper the Ghoul Corruptor level 35
32nd Pyre 123rd year of Ascendancy at 21:46 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By The Big Dripper the Ghoul Corruptor level 6
30th Dusk 122nd year of Ascendancy at 20:09 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By The Big Dripper the Ghoul Corruptor level 47
48th Dusk 123rd year of Ascendancy at 12:18 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By The Big Dripper the Ghoul Corruptor level 24
19th Regrowth 123rd year of Ascendancy at 21:16 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By The Big Dripper the Ghoul Corruptor level 16
63rd Haze 122nd year of Ascendancy at 19:20 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By The Big Dripper the Ghoul Corruptor level 40
75th Pyre 123rd year of Ascendancy at 16:16 see stats
Log
There is an item here: Sealed Scroll of Last Hope
There is an item here: steam generator implant of the wizard (steam 15)
There is an item here: steam generator implant of the warrior (steam 10)
There is an item here: medical injector implant (efficiency 144% / cooldown 63%)
There is an item here: medical injector implant (efficiency 88% / cooldown 58%)
There is an item here: medical injector implant (efficiency 112% / cooldown 63%)
There is an item here: wild infusion of the wizard (res 36%; magical; dur 3; cd 10)
There is an item here: regeneration infusion of the psychic (heal 550; 17 cd)
There is an item here: teleportation rune of the warrior (range 89; cd 19)
There is an item here: teleportation rune of the titan (range 131; cd 13)
There is an item here: shielding rune of the sneak (absorb 338; dur 3; cd 14)
There is an item here: shielding rune of the duelist (absorb 189; dur 4; cd 14)
There is an item here: shatter afflictions rune of the wizard (absorb 130; cd 13)
There is an item here: shatter afflictions rune of the titan (absorb 150; cd 12)
There is an item here: shatter afflictions rune of the duelist (absorb 57; cd 16)
There is an item here: shatter afflictions rune (absorb 34; cd 12)
There is an item here: blink rune of the duelist (range 4; phase 14; cd 10)
There is an item here: blink rune (range 5; phase 16; cd 11)
There is an item here: biting gale rune of the wizard (damage 411; dur 4; cd 16)
There is an item here: biting gale rune of the sneak (damage 406; dur 4; cd 18)
There is an item here: acid wave rune of the sneak (damage 468; dur 4; cd 17)
There is an item here: acid wave rune of the psychic (damage 199; dur 4; cd 21)
There is an item here: acid wave rune (damage 116; dur 4; cd 18)
There is an item here: wild infusion of the wizard (res 36%; magical; dur 3; cd 10)
There is an item here: regeneration infusion of the psychic (heal 550; 17 cd)















































































































