












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Spellsword 1.7.6This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Dual-Classes Reworked by AscendingPhoenix (Rae edit) 1.7.6 Small edit done by me that nerfs enemy talent level scaling across the board. I take no credit for this great rework of the original Multi-Class challenge, all credit goes
to AscendingPhoenix, find the orignal mod here: https://te4.org/games/addons/tome/dual-class-challengeAllows the player to pick two classes, but the difficulty scales upward. The mod dramatically ramps up the difficulty level to compensate. (Original by StarKeep, forked mod by Raenarill). You advance twice as fast, and gain six talent category points: at 10, 20, 30, 40, 50, and 60. You gain normal stat points until level 51. BLITZ MODE: You gain two thirds more talent points. After level 66, you gain one class talent point per level and one generic every two out of three levels. CLASSIC MODE: features base game talent points until level 100. CLASS EVOLUTIONS: You can swap your first and second classes in the Game Options tab for evolutionary purposes. TIP: Good equipment takes the usual time to show up, so you probably will see it at about lvl 50 with dual classing enabled. In order to activate this addon, look at your Game Options for a new tab. Enjoy. New Alchemist 1.7.6Full remake of Alchemist and gems: Changes for gems: Remake of Golem: 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:
Mage Knight Unofficial 1.7.6UNOFFICIAL update. Attempting to fix broken talent script that causes game to lock out when NPCs load in with talent. Please let me know if you find any broken scripts and let me know along with the error log and I will see if I can resolve it, though don't expect the world as I have little specific coding knowledge for ToME; I may be able to resolve basic errors but I don't know if I can restore broken and non-functional talent effects. :') If the original creator wishes for me to remove this please let me know and I will do so, in spite of the original mod being wholly abandoned. Adds the Mage Knight metaclass, and its six sub-classes. This addon also includes several miscellaneous options available in the Mage Knight Plus tab of the Game Options menu. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are stealthy, mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Improved Auto-explore and Rest vNext 1.7.6Quality of Life improvements for resting and auto-exploring. All credit to improved-restauto & the many authors who actually wrote this. 0.0.1: - Tweak Player.lua code to match latest code from upstream - Remove Restart Sustains compatibility which really just dropped this Mods entire reason for existing - Remove PartyLore which did nothing different than upstream, but lost some functionality - Update PlayerExplore from upstream See "improved-restauto" http://forums.te4.org/viewtopic.php?f=50&t=44401 for orig version Reformat Item Description 1.7.6Reformat Item Description (non-intrusive)This extension reformats item description text so the keys in Unlike some similar addons, this one is non-intrusive and does not modify the original description code. Hold the Alt key while hovering over an item to view the original, unformatted description.
Notes
Contributions, bug reports, and improvements are welcome: GitHub repository Version history
1.0.2 1.0.1 1.0.0 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:
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 | quick |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Wanderer |
| Level / Exp | 50 / 5741% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 95 (base 70) |
| Dexterity | 25 (base 10) |
| Constitution | 121 (base 80) |
| Magic | 131 (base 80) |
| Willpower | 49 (base 1) |
| Cunning | 43 (base 10) |
Resources
| Essence | 100/100 |
| Mana | 429/429 |
| Life | 1858/1858 |
| Stamina | 344/344 |
| Insanity | 0/100 |
| Healing Factor | 1.7529891103384 |
| Regeneration | 102.11161567721 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Invisible | 1 |
Offense: Mainhand
| Damage | 341 |
| Accuracy | 82 |
| Crit Chance | 69% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 179 |
| Accuracy | 82 |
| Crit Chance | 73% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 94 |
| Crit Chance | 69% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +32% |
| Physical | +29% |
| Cold | +40% |
| All | +24% |
| Lightning | +50% |
| Light | +35% |
| Mind | +45% |
| Fire | +52% |
| Nature | +72% |
Offense: Damage Penetration
| Acid | +26% |
| Blight | +17% |
| Arcane | +37% |
| Cold | +32% |
| All | +12% |
| Lightning | +62% |
| Light | +22% |
| Physical | +22% |
| Mind | +22% |
| Fire | +52% |
| Nature | +67% |
Defense: Base
| Armour (hardiness) | 28 (72%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 5 |
| Physical Save | 79 |
| Spell Save | 76 |
| Mental Save | 71 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 44%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 55%( 70%) |
| Lightning | + 38%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 65%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 20% |
| Teleport Resistance | 0% |
| Pinning Resistance | 47% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 44% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 755 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 304 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.40 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Terrakinesis | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Lifetide | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Warcries | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Dancing Weapon | 3.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Spell / Arcana | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Calamity | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Flexible Combat Training | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat Casting | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapondance |
| talent | Energy Alteration |
| talent | Spellcraft |
| talent | Eldritch Combat |
| talent | Jinxed Touch |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
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. | active |
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. | active |
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. | active |
You can open the way to an endless dungeon... Infinite PossibilitiesYou can challenge a mighty archamge... You can challenge a fearsome golem... You can challenge a familiar-looking shadow... | active |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. You defeated a powerful necromancer and his undead legion. The Keepers say this was a vital juncture, but your thread is not safe yet. You defeated a host of orcs. Another lies ahead. You defeated another host of orcs. Ahead lies your fate. Elandar lies defeated. Argoniel lies defeated. The operation was a success! Speak with Zemekkys to learn more about your fate. | done |
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 |
Equipment
| On feet | Plaguespawner the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to reduce damage dealt by 32% Damage when hit (Melee): 6 darkness Changes resistances: +15% lightning +12% temporal +9% nature Changes damage: +24% nature +21% mind A pair of boots made of leather. |
| Light source | Huralen the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Defense: +13 (+5 eff.) Changes resistances: +6% blight Changes resistances penetration: +5% blight / +10% mind / +12% all Critical mult.: +15.00% Physical save: +18 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +24 (+6 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +62.00 Mental crit. chance: +4% Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Harogund the Flamehack (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +4 Str +4 Wil +4 Cun +4 Con Changes resistances: +6% lightning +21% cold Changes resistances penetration: +25% lightning / +25% fire Allows you to breathe in: water Mindpower: +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Fuloldil the Freezestriker (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +2 Damage when hit (Melee): 6 blight Changes stats: +4 Str +4 Mag +5 Wil Changes resistances: +6% cold Changes resistances penetration: +20% arcane Mana when firing critical spell: +2.00 Spell crit. chance: +2% When used to modify unarmed attacks: Base power: 22.5 - 24.8 Uses stats: 0% Cun, 0% Str, 170% Mag, 0% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dragonbone totem of stinging 'Tempestwrither' [power 350] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances penetration: +25% lightning / +5% arcane Changes damage: +18% lightning It can be used to sting an enemy dealing 602 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 25% for 2 turns. * Heal for 86. * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | painweaver's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 14% chance to reduce all saves and defense by 40 Damage (Melee): 18 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 40 Damage (Ranged): 7 physical Changes stats: +9 Cun Changes damage: +7% all Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +15 (+3 eff.) Mindpower: +9 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | Spidershear the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Effects on melee hit: * 10% chance to slow global speed by 68% Changes stats: +1 Dex Changes resistances: +12% lightning +44% nature +3% darkness Changes damage: +19% nature Disarm immunity: +50% Pinning immunity: +47% Knockback immunity: +44% Life regen: +16.00 Maximum life: +127.00 Healing mod.: +18% Rings make your fingers look great! |
| Around neck | ManasinPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +15 Mag +4 Wil +9 Con Changes resistances: +3% acid Changes damage: +8% acid +8% fire +7% cold +8% lightning Mental save: +9 (+3 eff.) Maximum hate: +4.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mental crit. chance: +3% Amulets make your neck look great! |
| In main hand | Grindstone (48-67 power, 6 apr) Grindstone (48-67 power, 6 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. With her weapon and shield, Aethe was said to be able to cast especially potent and long-lasting shield spells. Base power: 48.0 - 67.2 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Grinds the enemy down, inflicting a -20% penalty to Armor, Defense, Physical and Nature Resistance (though this can't reduce them below 0), healing factor, and shield factor, and if it begins its turn more than one tile away from you, it has an equal chance to be teleported through the earth back into your reach. Improves other effects that grind targets down by 10%%. When wielded/worn: Physical crit. chance: +5.0% Damage (Melee): 20 Earth Changes stats: +4 Mag +4 Wil +4 Con Changes resistances penetration: +10% nature / +10% physical Changes damage: +5% nature +5% physical Critical mult.: +10.00% Spell crit. chance: +5% A mace made of some unnaturally heavy stone, this was the weapon of Aethe Eagleheart in the Age of Dusk. It was said to grind the defenses of Aethe's foes to dust. After Aethe passed away, the mace was wielded by other earth knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
| Around waist | rough leather belt 'Shineshaper'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +5% arcane +3% cold +3% darkness +9% light Changes resistances penetration: +20% nature Changes damage: +6% light Spell save: +6 (+1 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Winteronslaught the voratun waraxe (54-76 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +28 acid / +12 temporal / +36 nature When wielded/worn: Armour penetration: +13 Changes stats: +14 Con +13 Wil Changes resistances: +15% cold Changes resistances penetration: +14% acid / +15% cold / +25% nature Changes damage: +9% cold Maximum life: +96.00 One-handed war axes. |
| Cloak | Icesteel (18 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: +18 (+6 eff.) Changes stats: +3 Str +8 Mag +10 Wil +2 Con Changes resistances: +5% arcane +9% nature +3% darkness Changes resistances penetration: +5% cold Cut immunity: +20% Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+5 eff.) Damage (Melee): 15 light 30 fire Damage (Ranged): 15 light 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun +6 Mag Changes resistances: +20% fire +12% light -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire +5% light +10% all Talent masteries: +0.10 Celestial Sun +0.10 Spell Wildfire +0.10 Celestial Sunlight +0.10 Spell Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.4 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 301.83 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
wild infusion (res 12%; physical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 12% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 20%; mental; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)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: 17 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. 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. |
shatter afflictions rune of the warrior (absorb 115; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. 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. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Bogsweep (43-60 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +30 Damage when hit (Melee): 6 nature Changes stats: +11 Str +6 Dex +11 Mag +13 Wil +12 Cun +12 Con Changes resistances: +3% nature Changes resistances penetration: +10% nature / +24% physical Spell save: +6 (+1 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Sharp, long, and deadly. |
Icekill the voratun mace (44-61 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +29 acid / +31 nature When wielded/worn: Accuracy: +37 (+7 eff.) Armour penetration: +25 Defense: +10 (+4 eff.) Changes resistances: +3% darkness +9% cold Changes resistances penetration: +25% acid / +15% darkness / +22% nature / +15% all Changes damage: +21% cold Disarm immunity: +34% Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning +60% fire +60% arcane +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+4 eff.) Spellpower: +20 (+4 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. 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. |
Nerolle the voratun waraxe (40-57 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +16 temporal When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +15 Physical power: +13 (+2 eff.) Armour: +2 Changes stats: +2 Cun +7 Con Changes resistances: +3% nature +3% fire +3% darkness +17% temporal Changes resistances penetration: +13% all / +10% physical Disarm immunity: +45% Only die when reaching: -60.00 life One-handed war axes. |
Shimmerrace (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Damage when hit (Melee): 10 lightning Changes stats: +11 Str +13 Con Changes damage: +9% lightning +9% physical +12% blight +15% temporal Maximum encumbrance: +40 Physical save: +14 (+3 eff.) Size category: +1 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rainoozer (5 def, 16 armour)Requires: - Massive armour training - Magic 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Fatigue: +22% Changes stats: +6 Str +6 Con Changes resistances: +28% lightning +3% mind Changes damage: +12% cold Life regen: +9.00 Maximum life: +264.00 Healing mod.: +15% A suit of armour made of metal plates. |
emeraldRequires: - Gem related talents 0.00 Encumbrance. Type: gem / black ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical When wielded/worn: Changes resistances: +5% all When used to imbue an object: Changes resistances: +5% all When used as an alchemist bomb: Gain affinity for all damage by 5% in 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 jadeRequires: - Gem related talents 0.00 Encumbrance. Type: gem / black ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% When used as an alchemist bomb: Regen 150 life in 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 diamondRequires: - Gem related talents 0.00 Encumbrance. Type: gem / blue ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical When wielded/worn: Movement speed: +25% When used to imbue an object: Movement speed: +25% When used as an alchemist bomb: Gain one free move in 2 turns (stacks for 3 times) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Rimespawn' (dig speed 12 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +3 Str +6 Wil +3 Cun Changes damage: +36% mind +13% fire Mental save: +33 (+9 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Shadewake' (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +3 Str +4 Cun +5 Mag Changes resistances: +6% darkness +6% cold Changes resistances penetration: +15% darkness / +10% light Changes damage: +9% darkness Maximum life: +39.00 Maximum mana: +57.00 Maximum stamina: +30.00 Spell crit. chance: +6% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Lifebinding EmeraldRequires: - Gem related talents Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% When used as an alchemist bomb: Heals 200 Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
nightwalker's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +5 Wil Changes resistances: +3% all Critical mult.: +13.00% Spell save: +7 (+2 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal FocusRequires: - Gem related talents Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane +20% blight (The created item can be activated to recover the Focus.) When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 bloodstoneRequires: - Gem related talents 0.00 Encumbrance. Type: gem / red ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical When wielded/worn: Physical crit. chance: +4.0% Changes damage: +12% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +12% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Deals 24% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opalRequires: - Gem related talents 0.00 Encumbrance. Type: gem / red ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical When wielded/worn: Physical crit. chance: +5.0% Changes damage: +15% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +15% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Deals 30% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
10 moonstoneRequires: - Gem related talents 0.00 Encumbrance. Type: gem / violet ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical When wielded/worn: Defense: +20 (+7 eff.) Physical save: +20 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) When used to imbue an object: Defense: +20 (+7 eff.) Physical save: +20 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) When used as an alchemist bomb: 50% chance to silence for 2 turns Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarRequires: - Gem related talents Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical When carried: Light radius: +1 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
8 pearlRequires: - Gem related talents 0.00 Encumbrance. Type: gem / white ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical When wielded/worn: Armour: +10 Changes resistances: +5% all When used to imbue an object: Armour: +10 Changes resistances: +5% all When used as an alchemist bomb: Gain 25 armor in 3 turns (stacks for 3 times) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphireRequires: - Gem related talents 0.00 Encumbrance. Type: gem / white ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical When wielded/worn: Defense: +16 (+6 eff.) Physical save: +16 (+3 eff.) Spell save: +16 (+4 eff.) Mental save: +16 (+4 eff.) When used to imbue an object: Defense: +16 (+6 eff.) Physical save: +16 (+3 eff.) Spell save: +16 (+4 eff.) Mental save: +16 (+4 eff.) When used as an alchemist bomb: Deals 12% extra ice damage, may freeze or wet target. Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Q.U.I.C.K.
The final anomaly has been prevented and the timeline is secure.
The Keepers of Reality will take care of any remaining loose ends.
You have done all they could have hoped, and more.
You may continue playing and enjoy the rest of time.
Achievements
A Frayed Knot (Roguelike)
Defeated the sorcerers and stopped the final anomaly.By Xerina the Cornac Wanderer level 50
71st Quantumnal 1337th year of Ascendancy at 12:58 see stats
A Twist of Fate (Roguelike)
Requisition an item from the Fate TwisterBy Xerina the Cornac Wanderer level 36
54th Quantumnal 1337th year of Ascendancy at 08:26 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Xerina the Cornac Wanderer level 34
54th Quantumnal 1337th year of Ascendancy at 02:46 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Xerina the Cornac Wanderer level 47
57th Quantumnal 1337th year of Ascendancy at 21:33 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Xerina the Cornac Wanderer level 50
63rd Quantumnal 1337th year of Ascendancy at 16:35 see stats
Level 10 (Roguelike)
Got a character to level 10.By Xerina the Cornac Wanderer level 10
44th Quantumnal 1337th year of Ascendancy at 07:22 see stats
Level 20 (Roguelike)
Got a character to level 20.By Xerina the Cornac Wanderer level 20
48th Quantumnal 1337th year of Ascendancy at 23:22 see stats
Level 30 (Roguelike)
Got a character to level 30.By Xerina the Cornac Wanderer level 30
53rd Quantumnal 1337th year of Ascendancy at 02:41 see stats
Level 40 (Roguelike)
Got a character to level 40.By Xerina the Cornac Wanderer level 40
55th Quantumnal 1337th year of Ascendancy at 07:50 see stats
Level 50 (Roguelike)
Got a character to level 50.By Xerina the Cornac Wanderer level 50
62nd Quantumnal 1337th year of Ascendancy at 11:14 see stats
Overpowered! (Roguelike)
Did over 6000 damage in one attack.By Xerina the Cornac Wanderer level 47
57th Quantumnal 1337th year of Ascendancy at 21:33 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Xerina the Cornac Wanderer level 36
54th Quantumnal 1337th year of Ascendancy at 09:41 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Xerina the Cornac Wanderer level 36
54th Quantumnal 1337th year of Ascendancy at 09:41 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Xerina the Cornac Wanderer level 45
57th Quantumnal 1337th year of Ascendancy at 06:09 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Xerina the Cornac Wanderer level 36
54th Quantumnal 1337th year of Ascendancy at 08:26 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Xerina the Cornac Wanderer level 27
51st Quantumnal 1337th year of Ascendancy at 23:57 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Xerina the Cornac Wanderer level 29
53rd Quantumnal 1337th year of Ascendancy at 02:41 see stats
Log
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Rested for 161 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Saving game...
Saving done.
=====================
QUICK Campaign Zones
=====================
Norgos Lair
Scintillating Caves
The Maze
Old Forest
Dreadfell
Gorbat Pride
Rak'shor Pride
Finale
=====================
QUICK Campaign Perks
=====================
1: Infusion: Wild
2: Talents: Chant of Fortitude/Chant of Fortress
3: Artifact: Bloodcaller
4: Sandqueen Heart: Normal
5: Immunity: Stun
6: Finale: Gold
7: Rune: Mirror Image
8: Alchemists: Lifebinding Emerald






























































