Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Brawler |
Level / Exp | 50 / 1043% |
Size | medium |
Lifes / Deaths | Killed by skeleton warrior at level 24 on the 35th Pyre 123rd year of Ascendancy at 22:05 0 / 9Killed by Grand Corruptor at level 26 on the 61st Pyre 123rd year of Ascendancy at 06:45 Killed by Lisanne the elder vampire at level 28 on the 39th Dusk 123rd year of Ascendancy at 12:16 Killed by giant spider at level 40 on the 4th Mirth 124th year of Ascendancy at 23:27 Killed by Void Punch's Inner Demon at level 41 on the 9th Mirth 124th year of Ascendancy at 02:23 Killed by orc necromancer at level 41 on the 1st Summertide 124th year of Ascendancy at 13:12 Killed by Atamathon the Giant Golem at level 50 on the 8th Allure 125th year of Ascendancy at 03:28 Killed by stone golem at level 50 on the 18th Regrowth 125th year of Ascendancy at 01:11 Killed by nightmare horror at level 50 on the 19th Regrowth 125th year of Ascendancy at 22:22 |
Primary Stats
Strength | 121 (base 60) |
Dexterity | 114 (base 62) |
Constitution | 83 (base 17) |
Magic | 27 (base 11) |
Willpower | 82 (base 28) |
Cunning | 111 (base 65) |
Resources
Life | -6/1652 |
Stamina | 373/427 |
Healing Factor | 1 |
Regeneration | 2.45 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1055.6724214936% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -3 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Barehand
Damage | 161 |
Accuracy | 112 |
Crit Chance | 74% |
APR | 64 |
Speed | 0.60 |
Offense: Spell
Spellpower | 23.5 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 61.95 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
All | +11% |
Defense: Base
Armour (hardiness) | 20 (64.2%) |
Defense | 77.361538461538 |
Ranged Defense | 81.889230769231 |
Fatigue | 11.515041493776 |
Physical Save | 63.8375 |
Spell Save | 43.7 |
Mental Save | 65.375 |
Defense: Resistances
All | + 51%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 40% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 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 21 for 10 turns. While Heroism is active, you will only die when reaching -792 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1030% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 741 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 689 damage for 6 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.80 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Pugilism | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | Has a 63% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (2.4 throws remaining) Grappling Defensively |
beneficial effect | Countering melee attacks: Has a 58% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 1030% faster. Wild Speed |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target's physical resistance has been reduced by -20%. Weakened Defenses |
beneficial effect | The target is wide awake and has 21% resistance to sleep effects. Insomnia |
beneficial effect | The target ignores pain, reducing all damage taken by 42%. Pain Suppression |
detrimental effect | The target's lite radius has been reduced by 8, and its darkness resistance by 62%. Abyssal Shroud |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | The target's combat attack is improved by 125. Attack |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | The target is confused, acting randomly (chance 40%) and unable to perform complex actions. Confused |
detrimental effect | The target is in a nightmarish sleep, suffering 85.94 mind damage each turn and unable to act. Every 42 damage it takes will reduce the duration of the effect by one turn. Nightmare |
detrimental effect | The target is lost in a nightmare that deals 118.46 mind damage each turn and has a 55% chance to cause a random detrimental effect. Waking Nightmare |
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 contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Cunning by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | 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 Unflinching Resolve (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 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 forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 598. | 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 Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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. 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 CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * 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 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! 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 | blood-soaked pair of voratun boots of strife (0 def, 5 armour) blood-soaked pair of voratun boots of strife (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +3 Wil / +5 Con Changes resistances penetration: +7% physical Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
On hands | Pwner (0 def, 3 armour) Pwner (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Physical power: +13 (+3 eff.) Armour: +3 Damage (Melee): 19 arcane / 20 temporal Damage (Ranged): 20 temporal Changes stats: +6 Str / +9 Dex / +7 Mag / +10 Wil / +9 Cun Changes resistances: +10% arcane / +14% temporal Changes resistances penetration: +10% arcane Changes damage: +10% temporal Grants telepathy: Dragon Psi when hit: +0.20 Mindpower: +8 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +20 When used to modify unarmed attacks: Base power: 35.5 - 39.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +14 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 15% chance to gain 10% of a turn Damage (Melee): +19 arcane It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
On head | Blindwell (8 def, 5 armour) Blindwell (8 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +8 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn Damage when hit (Melee): 20 darkness Changes stats: +7 Cun / +13 Wil Changes resistances: +10% blight / +9% darkness Changes damage: +15% darkness Mental save: +12 (+3 eff.) Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Tool | Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. Press to compare |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Shield offense +0.30 Technique / Dual techniques +0.30 Technique / Two-handed assault +0.30 Technique / Unarmed training +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat veteran +0.30 Technique / Combat training +0.30 Technique / Shield defense +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. Press to compare |
On fingers | gladiator's stralite ring of speed gladiator's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +11 (+2 eff.) Defense: +12 (+4 eff.) Changes stats: +7 Str / +7 Con Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 40% for 5 turns. Rings can have magical properties. Press to compare |
Around neck | Cloudsorrow CloudsorrowInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +17 (+5 eff.) Effects on melee hit: * 40% chance to daze Changes stats: +8 Wil / +5 Con / +16 Lck Changes resistances penetration: +10% lightning Critical mult.: +5.00% Physical save: +20 (+5 eff.) Spell save: +3 (+1 eff.) Life regen: +2.20 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +75.00 Infravision radius: +2 Reduce all damage from unseen attackers: 18% Amulets can have magical properties. Press to compare |
Main armor | marauder's reinforced leather armour of the wind (19 def, 7 armour) marauder's reinforced leather armour of the wind (19 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Armour: +7 Defense: +19 (+6 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex Physical save: +12 (+3 eff.) Stamina each turn: +0.60 Chance to avoid any damage: +8% It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.2 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 56% of your stamina. A suit of armour made of leather. Press to compare |
Light source | nightwalker's dwarven lantern of illusion nightwalker's dwarven lantern of illusionInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Defense: +11 (+4 eff.) Changes stats: +5 Wil Critical mult.: +16.00% Physical save: +13 (+3 eff.) Spell save: +17 (+6 eff.) Mental save: +18 (+4 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
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 (+5 eff.) 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 (+2 eff.) Hate per kill: +5.00 Mindpower: +8 (+2 eff.) 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 42 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. Press to compare |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 51 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. Press to compare |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
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. |
Goedalath Rock ring Goedalath Rock ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+8 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. greater yew magestaff of fate (20-24 power, 4 apr, arcane element)greater yew magestaff of fate (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Physical save: +10 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+3 eff.) Spellpower: +14 (+7 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
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 (+22 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." |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+6 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+5 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 33, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. Press to compare |
Shitter (25 def, 8 armour) =LOTS OF RESS= Shitter (25 def, 8 armour) =LOTS OF RESS=Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +25 (+8 eff.) Ranged Defense: +18 (+4 eff.) Fatigue: +8% Damage (Melee): 10 lightning Damage (Ranged): 9 lightning Changes stats: +5 Dex / +1 Mag / +2 Con Changes resistances: +29% lightning / +19% light / +58% cold / +17% darkness / +36% acid Grants telepathy: Dragon A suit of armour made of leather. Press to compare |
elven-silk cloak 'Torchnull' (16 def, 0 armour) elven-silk cloak 'Torchnull' (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +14 Defense: +16 (+5 eff.) Damage when hit (Melee): 4 temporal Changes stats: +5 Str / +6 Dex / +5 Con Changes resistances: +9% temporal Changes resistances penetration: +10% temporal Changes damage: +24% fire Talent mastery: +0.40 Technique / Combat training Critical mult.: +25.00% Stealth bonus: +14 Physical save: +13 (+3 eff.) Spell save: -30 (-13 eff.) Stamina each turn: +1.40 Mana each turn: -0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Void Punch Gauntlet (0 def, 8 armour) =LESS ATK SPEED MORE BURST= Void Punch Gauntlet (0 def, 8 armour) =LESS ATK SPEED MORE BURST=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Changes stats: +4 Str / +6 Mag / +1 Wil / +7 Cun Changes resistances: +10% light / +10% darkness Physical save: +9 (+2 eff.) Mental save: +22 (+6 eff.) Disarm immunity: +43% Life regen: +4.00 Stamina each turn: +2.00 Maximum life: +79.00 Maximum stamina: +35.00 Infravision radius: +2 See invisible: +6 When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). On weapon hit: * 40% chance to blind Burst (radius 2) on crit: +52 light / +54 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 49.92 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Yaldan Baoth (0 def, 6 armour) =NO PNLT AGST UNSEEN= Yaldan Baoth (0 def, 6 armour) =NO PNLT AGST UNSEEN=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. Press to compare |
This item will automatically be transmogrified when you leave the level. citrinecitrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light 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. |
Eldritch Pearl =BREATHE IN WATER= Eldritch Pearl =BREATHE IN WATER=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 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 (+6 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 3, doing 13.89 cold damage and 13.89 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 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. Press to compare |
Demonic Orb of Many Ways Demonic 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. |
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. |
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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)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) 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 out to range 12, dealing 341.88 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. |
overpowered dragonbone wand of clairvoyance [power 20] (11 cooldown) overpowered dragonbone wand of clairvoyance [power 20] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 20), putting all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
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 Void Punch the Thalore Brawler level 30
67th Dusk 123rd year of Ascendancy at 16:54 see stats
By Void Punch the Thalore Brawler level 17
6th Regrowth 123rd year of Ascendancy at 14:51 see stats
By Void Punch the Thalore Brawler level 30
65th Dusk 123rd year of Ascendancy at 12:42 see stats
By Void Punch the Thalore Brawler level 35
61st Regrowth 124th year of Ascendancy at 20:03 see stats
By Void Punch the Thalore Brawler level 34
36th Regrowth 124th year of Ascendancy at 11:24 see stats
By Void Punch the Thalore Brawler level 38
63rd Pyre 124th year of Ascendancy at 06:43 see stats
By Void Punch the Thalore Brawler level 33
52nd Haze 123rd year of Ascendancy at 10:51 see stats
By Void Punch the Thalore Brawler level 16
3rd Regrowth 123rd year of Ascendancy at 00:40 see stats
By Void Punch the Thalore Brawler level 39
79th Pyre 124th year of Ascendancy at 19:37 see stats
By Void Punch the Thalore Brawler level 9
12nd Dusk 122nd year of Ascendancy at 18:37 see stats
By Void Punch the Thalore Brawler level 42
1st Flare 124th year of Ascendancy at 09:11 see stats
By Void Punch the Thalore Brawler level 39
69th Pyre 124th year of Ascendancy at 16:58 see stats
By Void Punch the Thalore Brawler level 32
48th Haze 123rd year of Ascendancy at 14:07 see stats
By Void Punch the Thalore Brawler level 44
17th Dusk 124th year of Ascendancy at 18:38 see stats
By Void Punch the Thalore Brawler level 18
31st Regrowth 123rd year of Ascendancy at 11:40 see stats
By Void Punch the Thalore Brawler level 50
55th Haze 124th year of Ascendancy at 12:30 see stats
By Void Punch the Thalore Brawler level 46
58th Dusk 124th year of Ascendancy at 02:02 see stats
By Void Punch the Thalore Brawler level 16
2nd Regrowth 123rd year of Ascendancy at 10:13 see stats
By Void Punch the Thalore Brawler level 20
1st Pyre 123rd year of Ascendancy at 22:38 see stats
By Void Punch the Thalore Brawler level 34
60th Regrowth 124th year of Ascendancy at 16:43 see stats
By Void Punch the Thalore Brawler level 44
18th Dusk 124th year of Ascendancy at 17:33 see stats
By Void Punch the Thalore Brawler level 38
69th Pyre 124th year of Ascendancy at 09:41 see stats
By Void Punch the Thalore Brawler level 31
43rd Haze 123rd year of Ascendancy at 02:40 see stats
By Void Punch the Thalore Brawler level 17
6th Regrowth 123rd year of Ascendancy at 14:01 see stats
By Void Punch the Thalore Brawler level 48
35th Haze 124th year of Ascendancy at 15:01 see stats
By Void Punch the Thalore Brawler level 50
18th Regrowth 125th year of Ascendancy at 10:38 see stats
By Void Punch the Thalore Brawler level 40
6th Mirth 124th year of Ascendancy at 10:57 see stats
By Void Punch the Thalore Brawler level 10
33rd Dusk 122nd year of Ascendancy at 06:45 see stats
By Void Punch the Thalore Brawler level 20
38th Regrowth 123rd year of Ascendancy at 21:42 see stats
By Void Punch the Thalore Brawler level 30
65th Dusk 123rd year of Ascendancy at 01:40 see stats
By Void Punch the Thalore Brawler level 40
4th Mirth 124th year of Ascendancy at 06:35 see stats
By Void Punch the Thalore Brawler level 50
48th Haze 124th year of Ascendancy at 05:10 see stats
By Void Punch the Thalore Brawler level 26
52nd Pyre 123rd year of Ascendancy at 06:22 see stats
By Void Punch the Thalore Brawler level 31
26th Haze 123rd year of Ascendancy at 07:17 see stats
By Void Punch the Thalore Brawler level 44
16th Dusk 124th year of Ascendancy at 04:26 see stats
By Void Punch the Thalore Brawler level 31
26th Haze 123rd year of Ascendancy at 04:16 see stats
By Void Punch the Thalore Brawler level 45
43rd Dusk 124th year of Ascendancy at 02:11 see stats
By Void Punch the Thalore Brawler level 12
62nd Dusk 122nd year of Ascendancy at 02:48 see stats
By Void Punch the Thalore Brawler level 26
48th Pyre 123rd year of Ascendancy at 23:51 see stats
By Void Punch the Thalore Brawler level 36
25th Pyre 124th year of Ascendancy at 22:17 see stats
By Void Punch the Thalore Brawler level 21
8th Pyre 123rd year of Ascendancy at 22:46 see stats
By Void Punch the Thalore Brawler level 32
48th Haze 123rd year of Ascendancy at 19:51 see stats
By Void Punch the Thalore Brawler level 50
55th Haze 124th year of Ascendancy at 12:29 see stats
By Void Punch the Thalore Brawler level 17
6th Regrowth 123rd year of Ascendancy at 14:51 see stats
By Void Punch the Thalore Brawler level 50
19th Regrowth 125th year of Ascendancy at 22:13 see stats
By Void Punch the Thalore Brawler level 9
6th Dusk 122nd year of Ascendancy at 03:37 see stats
By Void Punch the Thalore Brawler level 17
6th Regrowth 123rd year of Ascendancy at 14:51 see stats
By Void Punch the Thalore Brawler level 50
55th Haze 124th year of Ascendancy at 12:30 see stats
By Void Punch the Thalore Brawler level 37
44th Pyre 124th year of Ascendancy at 22:08 see stats
By Void Punch the Thalore Brawler level 10
37th Dusk 122nd year of Ascendancy at 01:23 see stats
By Void Punch the Thalore Brawler level 44
40th Dusk 124th year of Ascendancy at 21:30 see stats
By Void Punch the Thalore Brawler level 34
58th Regrowth 124th year of Ascendancy at 18:15 see stats
By Void Punch the Thalore Brawler level 12
63rd Haze 122nd year of Ascendancy at 23:09 see stats
By Void Punch the Thalore Brawler level 26
51st Pyre 123rd year of Ascendancy at 22:30 see stats
By Void Punch the Thalore Brawler level 19
37th Regrowth 123rd year of Ascendancy at 03:53 see stats
By Void Punch the Thalore Brawler level 50
18th Regrowth 125th year of Ascendancy at 01:11 see stats
By Void Punch the Thalore Brawler level 29
65th Dusk 123rd year of Ascendancy at 01:40 see stats
Log
Void Punch succumbs to the nightmare!
Void Punch recovers sight.
Waking Nightmare from Nightmare horror hits Void Punch for (29 absorbed), 0 darkness (0 total damage).
Void Punch feels closer to the abyss!
Nightmare horror's abyssal darkness area effect hits Void Punch for (43 absorbed), 0 darkness (0 total damage).
Void Punch is lost in a nightmare.
Void Punch is suffering from insomnia.
Void Punch wanders around!.
Void Punch succumbs to the nightmare!
Waking Nightmare from Nightmare horror hits Void Punch for (83 absorbed), 0 darkness (0 total damage).
Nightmare from Nightmare horror hits Void Punch for (60 absorbed), 0 darkness (0 total damage).
Nightmare horror's abyssal darkness area effect hits Void Punch for (43 absorbed), 0 darkness (0 total damage).
Void Punch uses Infusion: Movement.
Void Punch is moving freely.
Void Punch prepares for the next kill!.
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
Something hits Void Punch for (439 absorbed), 0 darkness (0 total damage).
Your shield crumbles under the damage!
The shield around Void Punch crumbles.
Saving game...