Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
Addons | Stone Wardens DLC Class 1.2.2Donators/Buyers bonus! Steamtech UI 1.1.4 Items Vault 1.2.0Donators/Buyers bonus! Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Sun Paladin |
Level / Exp | 50 / 266% |
Size | medium |
Lifes / Deaths | Killed by snow giant boulder thrower at level 19 on the 30th Steel 123rd year of Ascendancy at 22:02 4 / 3Killed by Khulmanar, General of Urh'Rok at level 41 on the 24th Steel 124th year of Ascendancy at 13:54 Killed by Rthiep the champion of Urh'Rok at level 44 on the 22nd Gold 124th year of Ascendancy at 10:59 |
Primary Stats
Strength | 93 (base 60) |
Dexterity | 32 (base 10) |
Constitution | 102 (base 60) |
Magic | 87 (base 60) |
Willpower | 30 (base 10) |
Cunning | 59 (base 32) |
Resources
Life | 2150/2150 |
Mana | 349/374 |
Stamina | 297/297 |
Positive | 55/127 |
Healing Factor | 1 |
Regeneration | 11.298344669231 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 6 |
See Stealth | 15 |
See Invisible | 17 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 150 |
Accuracy | 53 |
Crit Chance | 46% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 67.25 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 46.866666666667 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
All | +25% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 40 (30%) |
Defense | 41.233333333333 |
Ranged Defense | 45.233333333333 |
Fatigue | 26 |
Physical Save | 88.040513969785 |
Spell Save | 92.880513969784 |
Mental Save | 70.475 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 32% for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 516 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 535 damage for 5 turns. The effect will scale with your magic stat. |
Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 4 Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 158.85 to 476.56 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) |
Class Talents
Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Sun | 1.60 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.50 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shield of Light |
talent | Weapon of Light |
talent | Chant of Fortitude |
talent | Premonition |
talent | Searing Sight |
talent | Retribution |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there 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 gave the Orb of Many Ways to Tannen to study while you 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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by Fat Bearded Paladin II. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
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 unlocked the training room. * 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: 589. | 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 Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within2 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! | 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 | The Footsteps of Galaxus (17 def, 5 armour) The Footsteps of Galaxus (17 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +4 Str / +3 Dex / +6 Wil / +10 Con Changes resistances: +6% temporal Changes resistances penetration: +9% physical Grants telepathy: Humanoid/Orc Physical save: +15 Spell save: +15 Mental save: +15 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +2 Mindpower: +9 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.2 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. 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. |
Light source | Lightningripper LightningripperPowered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +6 Mag / +2 Wil / +2 Con Changes resistances: +12% blight Changes resistances penetration: +15% all Changes damage: +6% lightning Grants telepathy: Dragon Mental save: +6 Life regen: +6.50 Equilibrium when hit: +0.04 Maximum hate: +2.00 Spellpower: +17 Mindpower: +4 Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | heroic drakeskin leather gloves of the juggernaut (0 def, 7 armour) heroic drakeskin leather gloves of the juggernaut (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Changes stats: +3 Con Physical save: +22 Spell save: +7 Mental save: +17 Maximum life: +53.00 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 17% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 Light radius: +2 It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
On fingers | savior's stralite ring of blinding strikes savior's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 24% chance to blind Effects on ranged hit: * 14% chance to blind Physical save: +8 Spell save: +12 Mental save: +13 Rings can have magical properties. |
On fingers | The Eye of Galaxus The Eye of GalaxusPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Physical power: +17 Effects on melee hit: * Slows global speed by 45% * 15% chance to blind Damage when hit (Melee): 8 arcane Changes stats: +10 Cun / +10 Dex Changes resistances: +34% lightning Changes resistances penetration: +15% arcane Changes damage: +17% lightning / +8% all Blindness immunity: +43% Spellpower: +18 Mindpower: +20 Light radius: +2 Infravision radius: +6 See stealth: +15 See invisible: +17 Rings can have magical properties. |
Around neck | Voidwinter VoidwinterCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 darkness / 4 physical Changes stats: +3 Str Changes resistances penetration: +5% physical Physical save: +18 Spell save: +16 Mental save: +18 Amulets can have magical properties. |
In main hand | Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) P.Energy each turn: +0.20 Spellpower: +10 Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Around waist | ravager's drakeskin leather belt of the vagrant ravager's drakeskin leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +13% physical Changes damage: +11% physical Mental save: +13 Mindpower: +3 A belt that goes around your waist. |
In off hand | cosmic voratun shield of radiance (12 def, 3 armour, 67.5 dam, 200.5 block) cosmic voratun shield of radiance (12 def, 3 armour, 67.5 dam, 200.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +200 Damage (Melee): +16 light Burst (radius 2) on crit: +11 light / +23 darkness When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Effects when hit in melee: * 26% chance to blind Changes stats: +6 Mag / +5 Con Changes resistances: +24% light / +12% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Cloak | Brodalehir the Muckfoe (2 def, 7 armour) Brodalehir the Muckfoe (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Damage when hit (Melee): 16 nature Changes stats: +6 Str / +5 Con Changes resistances: +12% acid / +17% cold Changes resistances penetration: +10% nature Changes damage: +3% nature 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) 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 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 Spell / Fire Critical mult.: +20.00% Spellpower: +15 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 222.58 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
healing infusion of the warrior (heal 295) healing infusion of the warrior (heal 295)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 295 and cleanse 1 wound and poison effect. Its effects scale with your Strength 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 ability. |
acid wave rune of the titan (341 acid damage; dur 5; apply 81) acid wave rune of the titan (341 acid damage; dur 5; apply 81)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 340.75 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 81. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Constitution 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 ability. |
controlled phase door rune of the titan (range 13) controlled phase door rune of the titan (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Constitution 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 ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
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. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
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 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 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, 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." |
radiant voratun mail armour of the deep (5 def, 14 armour) radiant voratun mail armour of the deep (5 def, 14 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +5 Fatigue: +16% Damage when hit (Melee): 10 light Changes stats: +3 Wil Changes resistances: +11% acid / +10% cold / +29% darkness / +22% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
coruscating stralite shield of patience (10 def, 2 armour, 44.5 dam, 138.5 block) coruscating stralite shield of patience (10 def, 2 armour, 44.5 dam, 138.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.5 - 53.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +138 Damage (Melee): +14 temporal / +14 fire When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when hit (Melee): 29 fire / 13 temporal Changes stats: +3 Str Changes resistances: +13% temporal / +15% fire Talent granted: +4 Block It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (495) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
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 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. |
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, 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. |
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. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Fat Bearded Paladin II the Dwarf Sun Paladin level 27
19th Voratun 123rd year of Ascendancy at 06:05 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 37
35th Dearth 123rd year of Ascendancy at 23:39 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 25
13rd Voratun 123rd year of Ascendancy at 17:14 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 31
29th Wealth 123rd year of Ascendancy at 15:21 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 35
30th Dearth 123rd year of Ascendancy at 23:04 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 43
1st Gold 124th year of Ascendancy at 04:19 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 31
26th Wealth 123rd year of Ascendancy at 05:09 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 41
9th Steel 124th year of Ascendancy at 07:03 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 11
25th Loss 122nd year of Ascendancy at 21:16 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 30
13rd Wealth 123rd year of Ascendancy at 08:06 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 50
23rd Gold 124th year of Ascendancy at 18:40 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 16
2nd Iron 123rd year of Ascendancy at 09:47 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 18
30th Iron 123rd year of Ascendancy at 20:26 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 40
15th Shortage 123rd year of Ascendancy at 05:10 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 43
13rd Gold 124th year of Ascendancy at 11:52 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 37
40th Dearth 123rd year of Ascendancy at 04:25 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 17
26th Iron 123rd year of Ascendancy at 14:54 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 10
20th Loss 122nd year of Ascendancy at 15:08 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 20
31st Steel 123rd year of Ascendancy at 21:07 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 30
12nd Wealth 123rd year of Ascendancy at 17:47 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 40
14th Shortage 123rd year of Ascendancy at 11:38 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 50
23rd Gold 124th year of Ascendancy at 18:38 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 40
15th Shortage 123rd year of Ascendancy at 18:03 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 34
26th Dearth 123rd year of Ascendancy at 22:20 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 7
31st Profit 122nd year of Ascendancy at 09:42 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 44
21st Gold 124th year of Ascendancy at 21:35 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 26
15th Voratun 123rd year of Ascendancy at 08:24 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 30
13rd Wealth 123rd year of Ascendancy at 10:05 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 4
20th Voratun 122nd year of Ascendancy at 17:03 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 49
23rd Gold 124th year of Ascendancy at 18:38 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 7
5th Loss 122nd year of Ascendancy at 12:17 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 39
27th Loss 123rd year of Ascendancy at 15:08 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 50
23rd Gold 124th year of Ascendancy at 18:40 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 44
21st Gold 124th year of Ascendancy at 21:35 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 11
5th Shortage 122nd year of Ascendancy at 01:08 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 41
33rd Steel 124th year of Ascendancy at 21:38 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 20
40th Steel 123rd year of Ascendancy at 19:44 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 31
14th Wealth 123rd year of Ascendancy at 19:13 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 22
27th Stralite 123rd year of Ascendancy at 20:58 see stats
By Fat Bearded Paladin II the Dwarf Sun Paladin level 24
12nd Voratun 123rd year of Ascendancy at 23:00 see stats
Log
You gain 5.36 gold from the transmogrification of drakeskin leather sling of true flight.
You gain 4.72 gold from the transmogrification of voratun longsword of the leech (42.5-59.5 power, 6 apr).
You gain 14.07 gold from the transmogrification of warden's dragonbone longbow of true flight.
You gain 6.75 gold from the transmogrification of glacial voratun greatsword of massacre (80-128 power, 4 apr).
You gain 7.78 gold from the transmogrification of quick voratun battleaxe of daylight (56.5-84.75 power, 4 apr).
You gain 7.00 gold from the transmogrification of elemental voratun battleaxe (55.5-83.25 power, 4 apr).
You gain 0.64 gold from the transmogrification of teleportation rune (range 98).
You gain 1.87 gold from the transmogrification of shielding rune (absorb 293 for 5 turns).
You gain 1.00 gold from the transmogrification of wild infusion (resist 17%; cure physical).
You gain 1.00 gold from the transmogrification of wild infusion (resist 25%; cure magical).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Sold: moonstone for 40.00 gold.
Sold: diamond for 60.00 gold.
Sold: fire opal for 60.00 gold.
Sold: bloodstone for 20.00 gold.
Sold: voratun longsword 'Glintbraid' (55.5-77.7 power, 6 apr) for 12.90 gold.
Sold: Twilight's Edge (47-65.8 power, 7 apr) for 25.00 gold.
Sold: Nexus of the Way (22-24.2 power, 40 apr, mind damage) for 14.00 gold.
Sold: alchemist agate for 6.20 gold.
Sold: bright dwarven lantern of illusion for 7.70 gold.
Sold: sapphire for 16.00 gold.
Sold: Windborne Azurite for 25.00 gold.