Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 50 / 1496% |
Size | medium |
Lifes / Deaths | Killed by Lanabel at level 43 on the 1st Wintertide 124th year of Ascendancy at 15:26 / 3Killed by Atamathon the Giant Golem at level 50 on the 36th Regrowth 125th year of Ascendancy at 20:21 Killed by Atamathon the Giant Golem at level 50 on the 36th Regrowth 125th year of Ascendancy at 20:23 |
Antimagic | Follower |
Primary Stats
Strength | 38 (base 17) |
Dexterity | 97 (base 60) |
Constitution | 87 (base 60) |
Magic | 27 (base 16) |
Willpower | 65 (base 23) |
Cunning | 121 (base 63) |
Resources
Life | -607/1437 |
Stamina | 384/384 |
Equilibrium | 0 |
Healing Factor | 1.3 |
Regeneration | 8.3741500485436 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 8 |
See Stealth | 21 |
See Invisible | 25 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 186 |
Accuracy | 77 |
Crit Chance | 70% |
APR | 33 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11.75 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 64.725 |
Crit Chance | 64% |
Speed | 1 |
Offense: Damage Bonus
All | +11% |
Offense: Damage Penetration
All | +35% |
Defense: Base
Armour (hardiness) | 35 (30%) |
Defense | 74.8421875 |
Ranged Defense | 80.07375 |
Fatigue | 16 |
Physical Save | 53.708333333333 |
Spell Save | 54.191666666667 |
Mental Save | 62.61875 |
Defense: Resistances
All | + 22%( 77%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 70% |
Confusion Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 26% for 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 533 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 28% for 6 turns. Its effects scale with your Strength 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 605 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 869% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.10 |
| 4/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Wild-gift / Antimagic | 1.33 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Acrobatics | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | The target has 50% chance to evade melee attacks and gains 48 defense. Evasion |
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 |
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 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 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Heave (+1 level(s)). | done |
You failed to protect the lost anorithil from death by copperhead snake. Escort: lost anorithil (level 3 of Trollmire) | failed |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Heave (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Mobility (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by fire drake hatchling. Escort: repented thief (level 4 of Dreadfell) | 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 |
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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 591. | 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
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 within6 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 you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots of strife (0 def, 5 armour) pair of drakeskin leather boots of strife (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Wil / +6 Con Changes resistances penetration: +10% physical Mindpower: +9 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | barbed pouch of voratun shots of persecution (23/23, 55-66 power, 6 apr) barbed pouch of voratun shots of persecution (23/23, 55-66 power, 6 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 23 On weapon hit: * disrupts spell-casting On weapon crit: * wounds the target Damage (Ranged): +15 bleed Damage against: +28% Unnatural Shots are used with slings to pummel your foes to death. |
Light source | Radiancestrider RadiancestriderInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +9 Defense: +15 Effects on melee hit: * 30 arcane resource burn Changes stats: +6 Wil Changes resistances: +5% arcane / +3% temporal Changes resistances penetration: +5% acid / +15% all Changes damage: +6% light Critical mult.: +20.00% Physical save: +20 Spell save: +21 Mental save: +33 Light radius: +6 See stealth: +21 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Beliziladar the hardened leather cap (0 def, 3 armour) Beliziladar the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +6 Armour: +3 Fatigue: -1% Damage when hit (Melee): 4 physical Changes stats: +2 Cun / +3 Dex Only die when reaching: -40.00 life A cap made of leather. |
On hands | Ulfeleg the hardened leather gloves (0 def, 2 armour) Ulfeleg the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +22 Armour penetration: +7 Armour: +2 Damage (Melee): 6 nature Changes stats: +7 Dex / +2 Wil / +2 Cun Changes resistances: +7% nature Changes damage: +6% nature / +9% temporal Critical mult.: +5.00% Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Halorim the Fireorder [power 90] (20 cooldown) Halorim the Fireorder [power 90] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +4 Cun Changes resistances: +3% fire Changes resistances penetration: +5% arcane / +10% blight Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Spell save: +20 Maximum mana: +20.00 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | gladiator's voratun ring of the mountain (+20%) gladiator's voratun ring of the mountain (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Changes damage: +20% physical Rings can have magical properties. |
Around neck | voratun amulet 'Ivydhetta' voratun amulet 'Ivydhetta'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +10 Defense: +16 Ranged Defense: +4 Changes stats: +10 Cun / +1 Con Changes resistances: +6% fire / +5% arcane / +1% physical Changes resistances cap: +7% all Talent masteries: +0.33 Cunning / Trapping +0.33 Wild-gift / Antimagic Physical save: +23 Blindness immunity: +5% Cut immunity: +70% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 258 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 138% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Around waist | Eilinylaith the drakeskin leather belt Eilinylaith the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 Damage when hit (Melee): 12 mind Changes stats: +3 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: +8% acid / +10% fire / +7% cold / +12% lightning Physical save: +10 Spell save: +25 Equilibrium when hit: +0.12 Psi when hit: +0.08 Mental crit. chance: +10% Size category: +1 A belt that goes around your waist. |
In off hand | Summertide (17 def, 15 armour, 52 dam, 260 block) Summertide (17 def, 15 armour, 52 dam, 260 block)Requires: - Willpower 28 - Cunning 20 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 Ranged Defense: +17 Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 Light radius: +3 It can be used to send out a beam of light, costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 Hate per kill: +5.00 Mindpower: +8 Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 4.8 Power cost: 18 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 44 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
heroism infusion of the duelist (+19 for 10 turns, die at -1084) heroism infusion of the duelist (+19 for 10 turns, die at -1084)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -1084 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 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 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. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
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 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." |
dreamer's elven-silk robe of life (5 def, 0 armour) dreamer's elven-silk robe of life (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +9% blight / +23% mind / +21% darkness Physical save: +16 Spell save: +13 Mental save: +40 Life regen: +4.10 Maximum life: +89.00 Healing mod.: +28% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Emelevea the Skynull (0 def, 3 armour) Emelevea the Skynull (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to daze * 20% chance to disease Changes resistances: +10% cold Allows you to breathe in: water A cap made of leather. |
volcanic reinforced leather armour of command (11 def, 23 armour) volcanic reinforced leather armour of command (11 def, 23 armour)Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +23 Defense: +11 Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes stats: +4 Cun Changes resistances: +18% physical / +24% fire Mental save: +18 A suit of armour made of leather. |
Blightstopper (18 def, 12 armour, 52 dam, 240 block) Blightstopper (18 def, 12 armour, 52 dam, 240 block)Requires: - Cunning 35 - Talent Buckler Expertise (level 1) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 Ranged Defense: +12 Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 Disease immunity: +60% It can be used to purge diseases and increase your resistances, costing 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
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! |
dwarven-steel pickaxe 'Vorudawe' (dig speed 24 turns) dwarven-steel pickaxe 'Vorudawe' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes stats: +4 Cun / +2 Str Changes resistances: +3% lightning / +3% temporal / +6% cold Mental save: +10 Mental crit. chance: +1% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, 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. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
hateful pouch of stralite shots of crippling (23/23, 42-50.4 power, 5 apr) hateful pouch of stralite shots of crippling (23/23, 42-50.4 power, 5 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.0 - 50.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +14.5% Capacity: 23 On weapon crit: * cripple the target Damage (Ranged): +15 darkness Damage against: +13% Living Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of psychoportation [power 36] (30 cooldown) dwarven-steel torque of psychoportation [power 36] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 36), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
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 Lanabel the Halfling Skirmisher level 24
74th Haze 122nd year of Ascendancy at 16:53 see stats
By Lanabel the Halfling Skirmisher level 40
54th Haze 123rd year of Ascendancy at 16:46 see stats
By Lanabel the Halfling Skirmisher level 37
49th Pyre 123rd year of Ascendancy at 14:37 see stats
By Lanabel the Halfling Skirmisher level 30
12nd Regrowth 123rd year of Ascendancy at 15:56 see stats
By Lanabel the Halfling Skirmisher level 50
61st Haze 124th year of Ascendancy at 05:56 see stats
By Lanabel the Halfling Skirmisher level 50
34th Dusk 124th year of Ascendancy at 04:47 see stats
By Lanabel the Halfling Skirmisher level 28
7th Regrowth 123rd year of Ascendancy at 21:12 see stats
By Lanabel the Halfling Skirmisher level 36
39th Pyre 123rd year of Ascendancy at 06:20 see stats
By Lanabel the Halfling Skirmisher level 50
44th Pyre 124th year of Ascendancy at 03:18 see stats
By Lanabel the Halfling Skirmisher level 50
1st Haze 124th year of Ascendancy at 14:01 see stats
By Lanabel the Halfling Skirmisher level 16
59th Dusk 122nd year of Ascendancy at 00:22 see stats
By Lanabel the Halfling Skirmisher level 50
42nd Dusk 124th year of Ascendancy at 08:11 see stats
By Lanabel the Halfling Skirmisher level 26
3rd Regrowth 123rd year of Ascendancy at 22:57 see stats
By Lanabel the Halfling Skirmisher level 19
46th Haze 122nd year of Ascendancy at 16:48 see stats
By Lanabel the Halfling Skirmisher level 50
4th Pyre 124th year of Ascendancy at 12:49 see stats
By Lanabel the Halfling Skirmisher level 19
46th Haze 122nd year of Ascendancy at 04:35 see stats
By Lanabel the Halfling Skirmisher level 37
56th Pyre 123rd year of Ascendancy at 18:25 see stats
By Lanabel the Halfling Skirmisher level 43
1st Wintertide 124th year of Ascendancy at 09:04 see stats
By Lanabel the Halfling Skirmisher level 50
42nd Dusk 124th year of Ascendancy at 14:38 see stats
By Lanabel the Halfling Skirmisher level 43
1st Wintertide 124th year of Ascendancy at 15:26 see stats
By Lanabel the Halfling Skirmisher level 50
62nd Dusk 124th year of Ascendancy at 12:15 see stats
By Lanabel the Halfling Skirmisher level 37
45th Pyre 123rd year of Ascendancy at 00:56 see stats
By Lanabel the Halfling Skirmisher level 50
61st Haze 124th year of Ascendancy at 18:12 see stats
By Lanabel the Halfling Skirmisher level 10
14th Dusk 122nd year of Ascendancy at 22:43 see stats
By Lanabel the Halfling Skirmisher level 20
46th Haze 122nd year of Ascendancy at 16:48 see stats
By Lanabel the Halfling Skirmisher level 30
12nd Regrowth 123rd year of Ascendancy at 12:48 see stats
By Lanabel the Halfling Skirmisher level 40
53rd Haze 123rd year of Ascendancy at 08:48 see stats
By Lanabel the Halfling Skirmisher level 50
4th Pyre 124th year of Ascendancy at 11:16 see stats
By Lanabel the Halfling Skirmisher level 44
2nd Allure 124th year of Ascendancy at 08:16 see stats
By Lanabel the Halfling Skirmisher level 46
73rd Regrowth 124th year of Ascendancy at 22:17 see stats
By Lanabel the Halfling Skirmisher level 50
4th Pyre 124th year of Ascendancy at 12:47 see stats
By Lanabel the Halfling Skirmisher level 45
11st Regrowth 124th year of Ascendancy at 02:38 see stats
By Lanabel the Halfling Skirmisher level 18
21st Haze 122nd year of Ascendancy at 15:19 see stats
By Lanabel the Halfling Skirmisher level 36
38th Pyre 123rd year of Ascendancy at 14:02 see stats
By Lanabel the Halfling Skirmisher level 18
32nd Haze 122nd year of Ascendancy at 23:11 see stats
By Lanabel the Halfling Skirmisher level 27
4th Regrowth 123rd year of Ascendancy at 03:51 see stats
By Lanabel the Halfling Skirmisher level 9
12nd Dusk 122nd year of Ascendancy at 16:47 see stats
By Lanabel the Halfling Skirmisher level 43
2nd Allure 124th year of Ascendancy at 00:16 see stats
By Lanabel the Halfling Skirmisher level 36
40th Pyre 123rd year of Ascendancy at 02:29 see stats
By Lanabel the Halfling Skirmisher level 50
4th Pyre 124th year of Ascendancy at 12:49 see stats
By Lanabel the Halfling Skirmisher level 46
73rd Regrowth 124th year of Ascendancy at 22:17 see stats
By Lanabel the Halfling Skirmisher level 20
48th Haze 122nd year of Ascendancy at 14:09 see stats
By Lanabel the Halfling Skirmisher level 31
44th Regrowth 123rd year of Ascendancy at 12:08 see stats
By Lanabel the Halfling Skirmisher level 36
39th Pyre 123rd year of Ascendancy at 08:18 see stats
By Lanabel the Halfling Skirmisher level 35
16th Pyre 123rd year of Ascendancy at 10:28 see stats
By Lanabel the Halfling Skirmisher level 18
3rd Haze 122nd year of Ascendancy at 03:09 see stats
By Lanabel the Halfling Skirmisher level 43
1st Wintertide 124th year of Ascendancy at 15:27 see stats
By Lanabel the Halfling Skirmisher level 23
71st Haze 122nd year of Ascendancy at 12:05 see stats
Log
Lanabel is no longer attuned.
Lanabel is moving less freely.
Rested for 1 turns (stop reason: hostile spotted to the east (Atamathon the Giant Golem)).
Lanabel uses Kill Shot.
Lanabel performs a ranged critical strike against Atamathon the Giant Golem!
Lanabel tries to evade attacks.
Saving game...
Atamathon the Giant Golem reflects damage back to Lanabel!
Lanabel snipes Atamathon the Giant Golem (+250% weapon bonus for range)!
Lanabel's Kill Shot hits Atamathon the Giant Golem for 2598 physical, 1 physical (2600 total damage).
Atamathon the Giant Golem hits Lanabel for 3370 physical damage.
Lanabel the level 50 halfling skirmisher was chopped into tiny pieces to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.
Atamathon the Giant Golem killed Lanabel!
Saving done.
Your Ring of the Dead is consumed and disappears! You come back to life!
Lanabel deactivates Roll With It.
Lanabel has finished recovering.
Lanabel deactivates Pace Yourself.
Lanabel is no longer evading attacks.
Lanabel deactivates Crippling Poison.
Lanabel deactivates Counter Shot.
Lanabel deactivates Numbing Poison.
Saving game...
Saving done.
Lanabel uses Vital Shot.
Lanabel performs a ranged critical strike against Atamathon the Giant Golem!
Lanabel tries to evade attacks.
Saving game...