Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 50 / 737% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 25 on the 7th Stralite 123rd year of Ascendancy at 15:20 5 / 3Killed by Atamathon the Giant Golem at level 50 on the 10th Dearth 124th year of Ascendancy at 06:51 Killed by Davion StoutBreath at level 50 on the 10th Dearth 124th year of Ascendancy at 06:55 |
Primary Stats
Strength | 80 (base 62) |
Dexterity | 33 (base 15) |
Constitution | 94 (base 60) |
Magic | 41 (base 10) |
Willpower | 82 (base 60) |
Cunning | 55 (base 33) |
Resources
Life | 1778/1778 |
Equilibrium | 0 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | +12.90723440879% |
Attack | +2.90723440879% |
Movement | -47.85162246503% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 6 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 184 |
Accuracy | 57 |
Crit Chance | 68% |
APR | 4 |
Speed | 0.89 |
Offense: Spell
Spellpower | 44.333333333333 |
Crit Chance | 64% |
Speed | 1 |
Offense: Mind
Mindpower | 59.466666666667 |
Crit Chance | 53% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 57.3 (87.462686567164%) |
Defense | 36.775 |
Ranged Defense | 36.775 |
Fatigue | 13 |
Physical Save | 82.9 |
Spell Save | 72.4125 |
Mental Save | 70.3875 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 70% |
Knockback Resistance | 21% |
Confusion Resistance | 36% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 60% |
Blind Resistance | 87% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 magical or physical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 545 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 636 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 709% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 8 turns. While Heroism is active, you will only die when reaching -927 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Davion StoutBreath. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by Davion StoutBreath. Escort: injured seer (level 4 of Old Forest) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Davion StoutBreath. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Davion StoutBreath. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Davion StoutBreath. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by Davion StoutBreath. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by Davion StoutBreath. Escort: repented thief (level 3 of Trollmire) | failed |
You failed to protect the temporal explorer from death by Davion StoutBreath. Escort: temporal explorer (level 3 of Scintillating Caves) | failed |
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1473. | 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. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 2/20) : Effective talent level: 3.6 Power cost: 20 out of 2/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | watchleader's alchemist's lamp of health watchleader's alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +28% Confusion immunity: +17% Maximum life: +51.00 Light radius: +8 See stealth: +6 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Grants telepathy: Dragon Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Tool | The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | Isetha the Nimbusrupture Isetha the NimbusrupturePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +6 Dex / +3 Wil / +6 Cun / +10 Lck Changes resistances: +15% light / +15% darkness Changes resistances penetration: +10% lightning / +20% blight Reduced damage from: +37% Summoned Critical mult.: +5.00% Trap disarming bonus: +29 Stealth bonus: +13 Maximum encumbrance: +60 Spellpower: +4 (+1 eff.) Infravision radius: +6 A belt that goes around your waist. |
In main hand | Crystalline Voratun greatmaul (88.75-133.125 power, 4 apr) Crystalline Voratun greatmaul (88.75-133.125 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. It is part of a set of items. The set is complete. Base power: 88.8 - 133.1 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+3 eff.) Changes stats: +3 Con / +3 Wil Changes resistances penetration: +20% arcane / +15% physical Changes damage: +10% arcane Spellpower: +12 (+4 eff.) Spell crit. chance: +10% Talent on hit(spell): Manathrust (10% chance level 3). Massive two-handed mauls. Transformed with the power of the Spellblaze. |
On hands | Belumiwe the Phlegmroar (0 def, 9 armour) Belumiwe the Phlegmroar (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +9 Changes stats: +12 Con / +5 Wil Changes resistances penetration: +15% nature Changes damage: +6% nature Critical mult.: +11.00% Physical save: +56 (+11 eff.) Spell save: +19 (+5 eff.) Mental save: +35 (+9 eff.) Disarm immunity: +70% Mana when firing critical spell: +3.00 Maximum life: +80.00 Maximum mana: +80.00 Spell crit. chance: +19% Mental crit. chance: +17% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Crystalline Voratun plate armour (18.7 def, 32.3 armour) Crystalline Voratun plate armour (18.7 def, 32.3 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The set is complete. When wielded/worn: Armour: +32 Defense: +19 (+7 eff.) Fatigue: +26% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 (+5 eff.) Spell save: +35 (+9 eff.) Blindness immunity: +50% Poison immunity: +60% Disease immunity: +60% Stun/Freeze immunity: +50% A suit of armour made of metal plates. Transformed with the power of the Spellblaze. |
Cloak | Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.2 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 114.64 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | stralite amulet 'Lavasteel' stralite amulet 'Lavasteel'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 12 arcane Changes stats: +3 Mag / +3 Wil Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +5% fire Changes damage: +7% acid / +6% physical / +5% fire / +6% cold / +6% lightning Mental save: +13 (+3 eff.) Confusion immunity: +19% Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Combat speed: +10% Amulets can have magical properties. |
Inventory
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Wil Life regen: +1.60 Maximum life: +74.00 Mindpower: +11 (+3 eff.) Healing mod.: +27% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. caustic steel greatmaul of amnesia (28.5-42.75 power, 2 apr)caustic steel greatmaul of amnesia (28.5-42.75 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 9% chance to corrode armour * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +7% acid Life regen: +0.84 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. absorbing vined mindstar of frost (5-5.5 power, 18 apr, mind damage)absorbing vined mindstar of frost (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural frost should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 7 ice Changes resistances: +7% lightning / +9% cold / +7% fire Changes resistances penetration: +9% cold Changes damage: +6% cold Talent masteries: +0.10 Psionic / Voracity +0.10 Psionic / Absorption Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag 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 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 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." |
thaloren hardened leather cap of the depths (0 def, 3 armour) =water= thaloren hardened leather cap of the depths (0 def, 3 armour) =water=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Wil Changes resistances: +8% blight / +7% cold Allows you to breathe in: water Mental save: +8 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. radiant steel mail armour of lightning resistance (2 def, 6 armour)radiant steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances: +10% blight / +12% darkness / +17% lightning Light radius: +1 A suit of armour made of mail. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Harandil (dig speed 37 turns) =digger= Harandil (dig speed 37 turns) =digger=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Grants telepathy: Demon/Minor Demon/Major When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 29.89 cold damage and 28.34 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Dragon Orb (Orb of Command) 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, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) 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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) 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, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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) 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Gwai's Burninator =burn= Gwai's Burninator =burn=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 511.88 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1) =Annulment= Rod of Annulment (1/1) =Annulment=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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, costing 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. |
Rod of Spydric Poison (3/3) =poison= Rod of Spydric Poison (3/3) =poison=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 425.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest 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), costing 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. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise undead rats, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. |
This item will automatically be transmogrified when you leave the level. Daimerand [power 21] (13 cooldown)Daimerand [power 21] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +9% acid Changes damage: +3% acid Mental save: +6 (+2 eff.) Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 21 for 7 turns, putting all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death 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. |
2 diamond 2 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. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) 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: 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Davion StoutBreath the Dwarf Wyrmic level 32
22nd Profit 123rd year of Ascendancy at 07:23 see stats
By Davion StoutBreath the Dwarf Wyrmic level 47
10th Profit 124th year of Ascendancy at 07:29 see stats
By Davion StoutBreath the Dwarf Wyrmic level 31
20th Profit 123rd year of Ascendancy at 17:21 see stats
By Davion StoutBreath the Dwarf Wyrmic level 43
24th Stralite 124th year of Ascendancy at 19:46 see stats
By Davion StoutBreath the Dwarf Wyrmic level 45
2nd Profit 124th year of Ascendancy at 17:39 see stats
By Davion StoutBreath the Dwarf Wyrmic level 39
26th Steel 124th year of Ascendancy at 05:50 see stats
By Davion StoutBreath the Dwarf Wyrmic level 22
13rd Gold 123rd year of Ascendancy at 07:20 see stats
By Davion StoutBreath the Dwarf Wyrmic level 33
5th Wealth 123rd year of Ascendancy at 16:40 see stats
By Davion StoutBreath the Dwarf Wyrmic level 32
40th Profit 123rd year of Ascendancy at 11:54 see stats
By Davion StoutBreath the Dwarf Wyrmic level 45
28th Voratun 124th year of Ascendancy at 10:44 see stats
By Davion StoutBreath the Dwarf Wyrmic level 40
43rd Steel 124th year of Ascendancy at 09:42 see stats
By Davion StoutBreath the Dwarf Wyrmic level 11
43rd Profit 122nd year of Ascendancy at 02:06 see stats
By Davion StoutBreath the Dwarf Wyrmic level 39
35th Steel 124th year of Ascendancy at 14:37 see stats
By Davion StoutBreath the Dwarf Wyrmic level 32
1st Wealth 123rd year of Ascendancy at 05:01 see stats
By Davion StoutBreath the Dwarf Wyrmic level 40
43rd Steel 124th year of Ascendancy at 09:15 see stats
By Davion StoutBreath the Dwarf Wyrmic level 19
1st Gold 123rd year of Ascendancy at 08:13 see stats
By Davion StoutBreath the Dwarf Wyrmic level 50
24th Wealth 124th year of Ascendancy at 17:05 see stats
By Davion StoutBreath the Dwarf Wyrmic level 15
1st Iron 123rd year of Ascendancy at 06:02 see stats
By Davion StoutBreath the Dwarf Wyrmic level 26
33rd Stralite 123rd year of Ascendancy at 12:05 see stats
By Davion StoutBreath the Dwarf Wyrmic level 27
45th Stralite 123rd year of Ascendancy at 19:16 see stats
By Davion StoutBreath the Dwarf Wyrmic level 47
36th Profit 124th year of Ascendancy at 03:50 see stats
By Davion StoutBreath the Dwarf Wyrmic level 40
35th Steel 124th year of Ascendancy at 22:11 see stats
By Davion StoutBreath the Dwarf Wyrmic level 44
45th Stralite 124th year of Ascendancy at 03:11 see stats
By Davion StoutBreath the Dwarf Wyrmic level 29
26th Voratun 123rd year of Ascendancy at 04:15 see stats
By Davion StoutBreath the Dwarf Wyrmic level 17
10th Iron 123rd year of Ascendancy at 13:37 see stats
By Davion StoutBreath the Dwarf Wyrmic level 46
3rd Profit 124th year of Ascendancy at 00:14 see stats
By Davion StoutBreath the Dwarf Wyrmic level 46
4th Profit 124th year of Ascendancy at 08:10 see stats
By Davion StoutBreath the Dwarf Wyrmic level 46
5th Profit 124th year of Ascendancy at 00:51 see stats
By Davion StoutBreath the Dwarf Wyrmic level 10
28th Profit 122nd year of Ascendancy at 17:42 see stats
By Davion StoutBreath the Dwarf Wyrmic level 20
1st Gold 123rd year of Ascendancy at 08:13 see stats
By Davion StoutBreath the Dwarf Wyrmic level 30
4th Profit 123rd year of Ascendancy at 22:38 see stats
By Davion StoutBreath the Dwarf Wyrmic level 40
35th Steel 124th year of Ascendancy at 14:37 see stats
By Davion StoutBreath the Dwarf Wyrmic level 50
24th Wealth 124th year of Ascendancy at 13:13 see stats
By Davion StoutBreath the Dwarf Wyrmic level 27
42nd Stralite 123rd year of Ascendancy at 01:12 see stats
By Davion StoutBreath the Dwarf Wyrmic level 47
10th Profit 124th year of Ascendancy at 00:12 see stats
By Davion StoutBreath the Dwarf Wyrmic level 50
24th Wealth 124th year of Ascendancy at 17:03 see stats
By Davion StoutBreath the Dwarf Wyrmic level 44
5th Voratun 124th year of Ascendancy at 17:17 see stats
By Davion StoutBreath the Dwarf Wyrmic level 12
23rd Wealth 122nd year of Ascendancy at 00:53 see stats
By Davion StoutBreath the Dwarf Wyrmic level 26
10th Stralite 123rd year of Ascendancy at 20:17 see stats
By Davion StoutBreath the Dwarf Wyrmic level 47
34th Profit 124th year of Ascendancy at 14:56 see stats
By Davion StoutBreath the Dwarf Wyrmic level 14
23rd Shortage 122nd year of Ascendancy at 20:14 see stats
By Davion StoutBreath the Dwarf Wyrmic level 33
1st Wealth 123rd year of Ascendancy at 08:03 see stats
By Davion StoutBreath the Dwarf Wyrmic level 5
19th Voratun 122nd year of Ascendancy at 10:22 see stats
By Davion StoutBreath the Dwarf Wyrmic level 7
10th Profit 122nd year of Ascendancy at 22:13 see stats
By Davion StoutBreath the Dwarf Wyrmic level 42
29th Gold 124th year of Ascendancy at 03:59 see stats
By Davion StoutBreath the Dwarf Wyrmic level 25
1st Stralite 123rd year of Ascendancy at 10:03 see stats
By Davion StoutBreath the Dwarf Wyrmic level 10
34th Profit 122nd year of Ascendancy at 23:34 see stats
By Davion StoutBreath the Dwarf Wyrmic level 34
3rd Iron 124th year of Ascendancy at 13:21 see stats
By Davion StoutBreath the Dwarf Wyrmic level 25
8th Stralite 123rd year of Ascendancy at 03:42 see stats
By Davion StoutBreath the Dwarf Wyrmic level 17
12nd Iron 123rd year of Ascendancy at 09:22 see stats
By Davion StoutBreath the Dwarf Wyrmic level 30
19th Profit 123rd year of Ascendancy at 02:43 see stats
Log
Saving game...