









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 50 / 1511% |
Size | big |
Lifes / Deaths | Killed by Aeregann the patchwork troll at level 35 on the 28th Regrowth 123rd year of Ascendancy at 11:44 / 2Killed by Atamathon the Giant Golem at level 50 on the 9th Haze 123rd year of Ascendancy at 03:19 |
Antimagic | Follower |
Primary Stats
Strength | 122 (base 35) |
Dexterity | 99 (base 59) |
Constitution | 135 (base 57) |
Magic | 29 (base 16) |
Willpower | 58 (base 13) |
Cunning | 86 (base 66) |
Resources
Life | -93/1769 |
Stamina | 337/337 |
Equilibrium | 24 |
Healing Factor | 1.8647540983607 |
Regeneration | 63.171115710262 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 42.25276604189 |
See Invisible | 42.25276604189 |
Offense: Barehand
Damage | 177 |
Accuracy | 77 |
Crit Chance | 40% |
APR | 42 |
Speed | 0.80 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Nature | +27% |
Lightning | +19% |
Physical | +20% |
All | +7% |
Offense: Damage Penetration
Acid | +19% |
Light | +14% |
All | +9% |
Defense: Base
Armour (hardiness) | 62 (59.466327827192%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 18.243243243243 |
Physical Save | 74 |
Spell Save | 76 |
Mental Save | 57 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 48%( 70%) |
Cold | + 48%( 70%) |
All | + 35%( 70%) |
Darkness | + 48%( 70%) |
Light | + 54%( 70%) |
Temporal | + 64%( 70%) |
Lightning | + 70%( 70%) |
Physical | + 47%( 70%) |
Fire | + 70%( 70%) |
Nature | + 69%( 70%) |
Defense: Immunities
Pinning Resistance | 15% |
Disarm Resistance | 40% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 20 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 24% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 226 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 856% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 226 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 499 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Finishing moves | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.60 |
| 4/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.40 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Unarmed discipline | 1.60 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Unarmed training | 1.60 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Wild Growth |
talent | Exploit Weakness |
talent | Striking Stance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 58% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
beneficial effect | A flow of life spins around the target, regenerating 30.08 life per turn. Regeneration |
beneficial effect | You gain 45% resistance against fire. Resolve |
beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
beneficial effect | The target is recovering 58 life each turn. Recovery |
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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by cold drake hatchling. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 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 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Track (+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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
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 |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1970. | 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 precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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 |
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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 147% Range: 1.2x Uses stats: 10% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
On hands | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +13 Effects on melee hit: * 48% chance to cause random gloom * 30% chance to daze at end of turn Damage (Melee): 12 physical / 68 darkness / 76 mind Damage when hit (Melee): 8 lightning Changes resistances penetration: +5% light Changes damage: +8% physical Mental save: -16 (-6 eff.) Mindpower: +16 (+5 eff.) When used to modify unarmed attacks: Power: 135% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Reproach (20% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). On weapon hit: * 20% chance to daze at end of turn Burst (radius 1) on hit: +4 lightning / +14 physical Burst (radius 2) on crit: +8 light / +12 physical It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Dex / +9 Wil / +6 Cun / +4 Con Changes resistances: +25% blight Changes resistances penetration: +10% acid Mental save: +13 (+4 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() Crafted 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 / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Superiority +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Dual techniques +0.30 Technique / Shield defense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +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. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Fatigue: -12% Changes stats: +13 Str / +5 Dex / +2 Mag / +5 Wil / +10 Con Changes resistances: +30% lightning Changes damage: +9% lightning Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Changes stats: +10 Str / +20 Dex / +19 Wil Physical save: +25 (+6 eff.) Spell save: +40 (+9 eff.) Mental save: +25 (+7 eff.) Silence immunity: +10% Disarm immunity: +25% Pinning immunity: +15% Amulets can have magical properties. |
Main armor | ![]() Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +10% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Light source | ![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +3% all Changes resistances penetration: +9% all Spell save: +7 (+2 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +17 (+5 eff.) Changes resistances: +3% physical / +5% arcane / +6% temporal Physical save: +46 (+10 eff.) Spell save: +25 (+6 eff.) Mental save: +37 (+10 eff.) Silence immunity: +10% Disarm immunity: +15% Stun/Freeze immunity: +10% Only die when reaching: -50.00 life Maximum life: +120.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Str / +6 Con Changes resistances: +17% lightning / +18% temporal / +9% light / +6% fire / +12% nature / +3% acid Changes damage: +3% lightning Reduced damage from: +89% Summoned Physical save: +15 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Inventory
![]() Powered 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. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x 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 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, 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." |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+4 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 166.92 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 36.18 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 401.32 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. |
![]() Powered 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. |
![]() Infused 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Tykk the Cornac Brawler level 34
23rd Regrowth 123rd year of Ascendancy at 05:39 see stats
By Tykk the Cornac Brawler level 18
47th Dusk 122nd year of Ascendancy at 06:54 see stats
By Tykk the Cornac Brawler level 34
21st Regrowth 123rd year of Ascendancy at 14:09 see stats
By Tykk the Cornac Brawler level 20
77th Dusk 122nd year of Ascendancy at 00:48 see stats
By Tykk the Cornac Brawler level 37
43rd Regrowth 123rd year of Ascendancy at 09:43 see stats
By Tykk the Cornac Brawler level 47
77th Pyre 123rd year of Ascendancy at 21:37 see stats
By Tykk the Cornac Brawler level 50
48th Dusk 123rd year of Ascendancy at 19:18 see stats
By Tykk the Cornac Brawler level 37
41st Regrowth 123rd year of Ascendancy at 02:09 see stats
By Tykk the Cornac Brawler level 29
4th Allure 123rd year of Ascendancy at 09:47 see stats
By Tykk the Cornac Brawler level 46
69th Pyre 123rd year of Ascendancy at 14:22 see stats
By Tykk the Cornac Brawler level 20
10th Haze 122nd year of Ascendancy at 00:33 see stats
By Tykk the Cornac Brawler level 41
18th Pyre 123rd year of Ascendancy at 14:56 see stats
By Tykk the Cornac Brawler level 45
56th Pyre 123rd year of Ascendancy at 09:03 see stats
By Tykk the Cornac Brawler level 36
31st Regrowth 123rd year of Ascendancy at 16:15 see stats
By Tykk the Cornac Brawler level 37
43rd Regrowth 123rd year of Ascendancy at 08:56 see stats
By Tykk the Cornac Brawler level 26
4th Decay 122nd year of Ascendancy at 23:08 see stats
By Tykk the Cornac Brawler level 50
60th Dusk 123rd year of Ascendancy at 13:00 see stats
By Tykk the Cornac Brawler level 18
46th Dusk 122nd year of Ascendancy at 10:15 see stats
By Tykk the Cornac Brawler level 23
41st Haze 122nd year of Ascendancy at 17:49 see stats
By Tykk the Cornac Brawler level 50
9th Flare 123rd year of Ascendancy at 19:09 see stats
By Tykk the Cornac Brawler level 45
56th Pyre 123rd year of Ascendancy at 01:36 see stats
By Tykk the Cornac Brawler level 18
47th Dusk 122nd year of Ascendancy at 07:20 see stats
By Tykk the Cornac Brawler level 48
78th Pyre 123rd year of Ascendancy at 05:28 see stats
By Tykk the Cornac Brawler level 10
5th Mirth 122nd year of Ascendancy at 15:17 see stats
By Tykk the Cornac Brawler level 20
68th Dusk 122nd year of Ascendancy at 02:21 see stats
By Tykk the Cornac Brawler level 30
8th Regrowth 123rd year of Ascendancy at 02:26 see stats
By Tykk the Cornac Brawler level 40
3rd Pyre 123rd year of Ascendancy at 01:56 see stats
By Tykk the Cornac Brawler level 50
10th Mirth 123rd year of Ascendancy at 19:23 see stats
By Tykk the Cornac Brawler level 26
80th Haze 122nd year of Ascendancy at 22:24 see stats
By Tykk the Cornac Brawler level 50
8th Flare 123rd year of Ascendancy at 00:21 see stats
By Tykk the Cornac Brawler level 42
19th Pyre 123rd year of Ascendancy at 16:26 see stats
By Tykk the Cornac Brawler level 13
14th Dusk 122nd year of Ascendancy at 10:02 see stats
By Tykk the Cornac Brawler level 25
48th Haze 122nd year of Ascendancy at 15:47 see stats
By Tykk the Cornac Brawler level 50
12nd Dusk 123rd year of Ascendancy at 03:54 see stats
By Tykk the Cornac Brawler level 22
36th Haze 122nd year of Ascendancy at 01:09 see stats
By Tykk the Cornac Brawler level 36
37th Regrowth 123rd year of Ascendancy at 13:39 see stats
By Tykk the Cornac Brawler level 50
60th Dusk 123rd year of Ascendancy at 12:58 see stats
By Tykk the Cornac Brawler level 18
47th Dusk 122nd year of Ascendancy at 06:54 see stats
By Tykk the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 03:25 see stats
By Tykk the Cornac Brawler level 18
47th Dusk 122nd year of Ascendancy at 06:54 see stats
By Tykk the Cornac Brawler level 19
68th Dusk 122nd year of Ascendancy at 02:21 see stats
By Tykk the Cornac Brawler level 50
60th Dusk 123rd year of Ascendancy at 13:00 see stats
By Tykk the Cornac Brawler level 16
42nd Dusk 122nd year of Ascendancy at 14:38 see stats
By Tykk the Cornac Brawler level 50
19th Dusk 123rd year of Ascendancy at 13:03 see stats
By Tykk the Cornac Brawler level 19
67th Dusk 122nd year of Ascendancy at 10:48 see stats
By Tykk the Cornac Brawler level 25
59th Haze 122nd year of Ascendancy at 16:27 see stats
By Tykk the Cornac Brawler level 18
46th Dusk 122nd year of Ascendancy at 03:43 see stats
By Tykk the Cornac Brawler level 35
28th Regrowth 123rd year of Ascendancy at 11:44 see stats
By Tykk the Cornac Brawler level 33
21st Regrowth 123rd year of Ascendancy at 00:48 see stats
Log
Tykk is recovering from the damage!
Tykk is invigorated by the attack!
Tykk is invigorated by the attack!
Atamathon the Giant Golem says: 'ACTIVATING PAIN GIVING SUBMODULES!'
Atamathon the Giant Golem hits Tykk for (53 resist armour), 327 cold, (18 resist armour), 0 blight (327 total damage).
Tykk hits Atamathon the Giant Golem for 3 lightning damage.
Tykk is less impervious to physical effects.
Talent Double Strike is ready to use.
Talent Flurry of Fists is ready to use.
Tykk receives 109 healing.
Tykk uses Infusion: Healing.
Tykk receives 422 healing from Infusion: Healing.
Atamathon the Giant Golem rushes out!
Tykk is invigorated by the attack!
Tykk is invigorated by the attack!
Atamathon the Giant Golem hits Tykk for (53 resist armour), 389 cold, (18 resist armour), 0 blight (389 total damage).
Tykk hits Atamathon the Giant Golem for 3 lightning damage.
Tykk receives 109 healing.
Tykk throws two quick punches.
Tykk performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem resists the mind attack!
Tykk is invigorated by the attack!
Atamathon the Giant Golem resists the mind attack!
Tykk is invigorated by the attack!
Tykk hits Atamathon the Giant Golem for 114 physical, 20 darkness, 5 physical, 3 arcane, 11 mind, 1 lightning, 6 physical, 5 physical, 3 light, 75 physical, 20 darkness, 5 physical, 2 arcane, 11 mind, 1 lightning, 6 physical (287 total damage).
Atamathon the Giant Golem hits Tykk for (53 resist armour), 180 fire, (53 resist armour), 92 fire (272 total damage).
Atamathon the Giant Golem uses Giant Leap.
Saving game...