













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 50 / 1751% |
Size | big |
Lifes / Deaths | Killed by Rak'shor, Grand Necromancer of the Pride at level 47 on the 45th Stralite 125th year of Ascendancy at 09:14 3 / 4Killed by Islolle the Caustic Terror at level 48 on the 4th Voratun 125th year of Ascendancy at 16:15 Killed by Atamathon the Giant Golem at level 50 on the 13rd Dearth 125th year of Ascendancy at 22:32 Killed by Atamathon the Giant Golem at level 50 on the 13rd Dearth 125th year of Ascendancy at 22:43 |
Primary Stats
Strength | 101 (base 32) |
Dexterity | 84 (base 35) |
Constitution | 76 (base 25) |
Magic | 124 (base 64) |
Willpower | 53 (base 18) |
Cunning | 138 (base 60) |
Resources
Mana | 120/479 |
Equilibrium | 0 |
Life | 1812/1812 |
Stamina | 334/334 |
Steam | 100/100 |
Healing Factor | 1.443915632753 |
Regeneration | 10.468388337459 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 21.54964786986 |
Infravision | 21 |
See Stealth | 50 |
See Invisible | 64 |
Offense: Barehand
Damage | 227 |
Accuracy | 75 |
Crit Chance | 100% |
APR | 44 |
Speed | 1.00 |
Offense: Spell
Spellpower | 73 |
Crit Chance | 59% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +33% |
Fire | +13% |
Nature | +13% |
Darkness | +13% |
Physical | +27% |
Mind | +22% |
All | +7% |
Offense: Damage Penetration
Physical | +61% |
Darkness | +5% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 69.5 (95%) |
Defense | 75 |
Ranged Defense | 75 |
Fatigue | 22 |
Physical Save | 84 |
Spell Save | 69 |
Mental Save | 70 |
Defense: Resistances
Acid | + 35%( 76%) |
Blight | + 30%( 76%) |
Arcane | + 35%( 76%) |
Cold | + 54%( 76%) |
All | + 17%( 76%) |
Darkness | + 49%( 76%) |
Light | + 70%( 76%) |
Temporal | + 42%( 76%) |
Physical | + 48%( 76%) |
Lightning | + 76%( 76%) |
Fire | + 76%( 76%) |
Nature | + 32%( 76%) |
Defense: Immunities
Pinning Resistance | 59% |
Disarm Resistance | 100% |
Confusion Resistance | 60% |
Knockback Resistance | 47% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 815 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 153 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 720 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 4 light, 4 blight, 5 fire, 3 cold |
Class Talents
Cunning / Artifice | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Grappling | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Pugilism | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Deeprock | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Unarmed training | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Fiery Hands |
talent | Arcane Combat |
talent | Shock Hands |
talent | Crystalline Focus |
talent | Chant of Fortress |
talent | Striking Stance |
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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 505. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland 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 | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +11 Fatigue +4% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str +4 Dex +4 Cun dps ---------- Phys.pwr +14 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +13 (+3 eff.) Disarm- +100% ---------- misc Talents +5 Iron Grip Cooldown Double Strike -1 Unarmed combat: Power 37.0 - 51.8 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +15 Crit +19.0% Atk.spd 100% On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+9 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Blind- +100% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Blind-Fight: No penalty when attacking invisible/stealthed This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Tool | ![]() 2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 686 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 26 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +8 Mag +12 Wil +19 Cun dps ---------- Spell.pwr +13 (+3 eff.) Mind.pwr +32 (+8 eff.) Dmg.mod +20% lightning +15% mind ----- def ----- Resists +40% lightning Mind.save +12 (+3 eff.) Max.HP +50.00 Disarm- +38% Pinning- +42% Knockbk- +47% ---------- misc Max.hate +4.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +11 Cun +5 Mag dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 34 physical Ranged+ 23 physical On Hit (Melee): * 18% chance to reduce all saves and defense by 35 On Hit (Ranged): * 15% chance to reduce all saves and defense by 35 ---------- misc Hate/m.crit +3.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +19 Lck dps ---------- Acc +12 (+3 eff.) Melee Ret 6 light ----- def ----- Armour +5 Defense +22 (+6 eff.) Resists +15% darkness +3% fire Res.Cap +6% all Phys.save +19 (+4 eff.) Unseen.red 18% Blind- +28% ---------- misc Light +1 Infravis +9 Sight +2 See.Invis +15 Amulets make your neck look great! |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Cun +3 Wil dps ---------- Melee Ret 50 physical ----- def ----- Armour +30 Defense +30 (+7 eff.) Fatigue +13% Resists +30% cold +5% arcane +15% temporal HP.reg +4.00 Stun/Frz- +20% A suit of armour made of mail. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+1 eff.) Res.pen +25% fire Melee Ret 10 arcane ----- def ----- Resists +6% acid +3% fire +6% arcane Max.HP +80.00 Blind- +50% Confus- +30% ---------- misc Light +16 See.Stealth +25 See.Invis +24 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Dmg.mod +6% nature +6% darkness Res.pen +5% darkness Melee Ret 6 nature ----- def ----- Defense +20 (+5 eff.) Resists +30% lightning +49% light +50% fire +3% nature +9% darkness Phys.save +10 (+2 eff.) Stealth +28 Max.HP +168.00 Stun/Frz- +50% ---------- misc Light +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Defense +10 (+3 eff.) Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Proj.slow +25% Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. This item has been sent to the Item's Vault. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 165 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 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. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +10 Cun +5 Mag dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 21 physical Ranged+ 10 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 35 On Hit (Ranged): * 13% chance to reduce all saves and defense by 35 ---------- misc Hate/m.crit +2.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+11 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. 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. Uses 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." |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Res.pen +28% mind +15% light Melee Ret 11 light ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +9% mind +9% acid Mind.save +25 (+7 eff.) ---------- misc Equi/ret +0.28 Psi/ret +0.12 Max.psi +30.00 A suit of armour made of mail. |
![]() 1.0 T4 hands armor [Ego+] Master While equipped: Stats +4 Str +6 Dex +2 Cun dps ---------- Acc +18 (+5 eff.) ----- def ----- Armour +3 Phys.save +10 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +5 Crit +17.0% Atk.spd 125% On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 38.15 cold damage and 45.28 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Max.HP +36.00 ---------- misc Max.stam +25.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 248/400 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. |
![]() 2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 378 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Wil dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Defense +20 (+5 eff.) Resists +6% mind ---------- misc Stam/turn +3.00 Sting an enemy dealing 233 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 476 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 488 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Duke Fisticuffs Esq. the Dwarf Adventurer level 34
19th Loss 123rd year of Ascendancy at 21:15 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 31
35th Dearth 123rd year of Ascendancy at 04:23 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 33
7th Loss 123rd year of Ascendancy at 07:39 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 37
1st Shortage 123rd year of Ascendancy at 02:29 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 50
19th Wealth 125th year of Ascendancy at 17:19 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 44
15th Shortage 124th year of Ascendancy at 14:59 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 37
28th Loss 123rd year of Ascendancy at 03:59 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 50
42nd Profit 125th year of Ascendancy at 21:26 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 15
26th Dearth 122nd year of Ascendancy at 11:30 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 45
39th Stralite 125th year of Ascendancy at 09:00 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 35
24th Loss 123rd year of Ascendancy at 21:51 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 39
40th Profit 124th year of Ascendancy at 14:03 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 50
45th Profit 125th year of Ascendancy at 09:10 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 19
9th Loss 122nd year of Ascendancy at 20:29 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 27
41st Steel 123rd year of Ascendancy at 09:21 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 50
37th Profit 125th year of Ascendancy at 21:58 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 45
39th Stralite 125th year of Ascendancy at 11:55 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 32
5th Loss 123rd year of Ascendancy at 15:03 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 27
38th Steel 123rd year of Ascendancy at 12:58 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 50
19th Wealth 125th year of Ascendancy at 20:24 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 30
14th Dearth 123rd year of Ascendancy at 02:16 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 10
11st Wealth 122nd year of Ascendancy at 21:29 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 20
12nd Loss 122nd year of Ascendancy at 11:29 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 30
5th Dearth 123rd year of Ascendancy at 05:51 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 40
9th Wealth 124th year of Ascendancy at 01:26 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 50
6th Voratun 125th year of Ascendancy at 20:35 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 31
35th Dearth 123rd year of Ascendancy at 04:23 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 43
23rd Loss 124th year of Ascendancy at 04:54 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 50
1st Acquisition 125th year of Ascendancy at 15:48 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 50
29th Profit 125th year of Ascendancy at 09:12 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 23
11st Steel 123rd year of Ascendancy at 13:45 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 50
37th Profit 125th year of Ascendancy at 09:37 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 33
12nd Loss 123rd year of Ascendancy at 17:49 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 36
24th Loss 123rd year of Ascendancy at 23:01 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 50
39th Dearth 125th year of Ascendancy at 23:01 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 02:12 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 50
45th Profit 125th year of Ascendancy at 09:08 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 31
35th Dearth 123rd year of Ascendancy at 04:23 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 50
31st Voratun 125th year of Ascendancy at 19:50 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 10
13rd Wealth 122nd year of Ascendancy at 00:22 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 31
35th Dearth 123rd year of Ascendancy at 04:23 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 45
39th Stralite 125th year of Ascendancy at 11:58 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 28
33rd Stralite 123rd year of Ascendancy at 23:05 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 22
9th Iron 123rd year of Ascendancy at 13:04 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 50
45th Profit 125th year of Ascendancy at 09:10 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 10
14th Wealth 122nd year of Ascendancy at 09:24 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 39
32nd Profit 124th year of Ascendancy at 11:25 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 22
8th Iron 123rd year of Ascendancy at 23:35 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 27
3rd Gold 123rd year of Ascendancy at 21:11 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 19
10th Loss 122nd year of Ascendancy at 12:13 see stats
By Duke Fisticuffs Esq. the Dwarf Adventurer level 32
6th Loss 123rd year of Ascendancy at 15:55 see stats
Log
You gain 0.60 gold from the transmogrification of rejuvenating drakeskin leather armour of lightning resistance (20 def, 8 armour).
You gain 0.39 gold from the transmogrification of radiant drakeskin leather armour of the deep (20 def, 11 armour).
You gain 0.36 gold from the transmogrification of duelist's drakeskin leather armour (26 def, 13 armour).
You gain 0.17 gold from the transmogrification of voratun steamsaw of torment (38-58 power, 0 apr).
You gain 0.31 gold from the transmogrification of voratun steamsaw of ruin (42-62 power, 0 apr).
You gain 0.37 gold from the transmogrification of voratun steamsaw of enduring (38-57 power, 0 apr).
You gain 0.60 gold from the transmogrification of enhanced voratun steamsaw of massacre (51-76 power, 0 apr).
You gain 0.50 gold from the transmogrification of coruscating stralite steamsaw of the stars (34-50 power, 0 apr).
You gain 0.40 gold from the transmogrification of harmonious living mindstar of nightfall (17-19 power, 40 apr, nature damage).
You gain 0.18 gold from the transmogrification of nature's pulsing mindstar of life (13-14 power, 32 apr, nature damage).
You gain 0.37 gold from the transmogrification of caller's pulsing mindstar (13-14 power, 32 apr, nature damage).
You gain 0.17 gold from the transmogrification of horrifying mossy mindstar of disruption (2-2 power, 12 apr, nature damage).
There is a next level here (press '' or right click to use).
You feel very confident walking into this place.
Duke Fisticuffs Esq.'s prismatic shield fades.
Talent Earthen Missiles is ready to use.
Duke Fisticuffs Esq. isn't moving as defensively anymore.
Talent Rune: Prismatic is ready to use.
Talent Resilience of the Dwarves is ready to use.
Space around you starts to dissolve...
You are yanked out of this place!
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.