











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Berserker |
Level / Exp | 50 / 3479% |
Size | huge |
Lifes / Deaths | Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 38th Pyre 125th year of Ascendancy at 10:03 / 2Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 38th Pyre 125th year of Ascendancy at 10:06 |
Primary Stats
Strength | 176 (base 64) |
Dexterity | 58 (base 13) |
Constitution | 85 (base 33) |
Magic | 82 (base 61) |
Willpower | 39 (base 14) |
Cunning | 109 (base 60) |
Resources
Mana | 599/599 |
Vim | 296/296 |
Life | -1261/1885 |
Stamina | 384/384 |
Steam | 100/100 |
Healing Factor | 1.4417726352503 |
Regeneration | 0.36044315881257 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +115.4% |
Vision
Sight | 13 |
Lite | 13 |
Infravision | 9.0000000000004 |
See Stealth | 81.420782367172 |
See Invisible | 71.420782367172 |
Offense: Mainhand
Damage | 363 |
Accuracy | 72 |
Crit Chance | 136% |
APR | 71 |
Speed | 1.00 |
Offense: Offhand
Damage | 50 |
Accuracy | 72 |
Crit Chance | 137% |
APR | 74 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +46% |
Light | +65% |
Cold | +32% |
Darkness | +44% |
Physical | +69% |
Mind | +29% |
All | +26% |
Offense: Damage Penetration
Darkness | +44% |
All | +19% |
Physical | +67% |
Fire | +39% |
Nature | +24% |
Defense: Base
Armour (hardiness) | 107.72307323196 (96.438666929426%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 41 |
Mental Save | 40 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 40%( 70%) |
Arcane | + 31%( 70%) |
Cold | + 70%( 70%) |
All | + 22%( 70%) |
Physical | + 58%( 70%) |
Lightning | + 70%( 70%) |
Light | + 52%( 70%) |
Temporal | + 43%( 70%) |
Mind | + 45%( 70%) |
Darkness | + 62%( 70%) |
Fire | + 70%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Pinning Resistance | 35% |
Confusion Resistance | 86% |
Fear Resistance | 30% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Silence Resistance | 30% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 64% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 801 damage for 5 turns. Its effects scale with your Strength 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 182 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 943% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 74 up to 11 times. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by patchwork troll. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned repented thief, to death. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * 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: 4067. | 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 Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +10 Fatigue: +3% Changes stats: +3 Dex Changes resistances: +20% blight / +9% cold Changes resistances penetration: +11% physical Physical save: +15 (+3 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +1 Dex / +3 Cun / +1 Con Changes resistances: +9% light Changes damage: +26% light Reduces incoming crit damage: 15.00% Maximum life: +44.00 Light radius: +8 See stealth: +10 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +22 Str / +10 Wil / +2 Cun Changes resistances: +12% acid / +14% physical / +15% fire / +13% cold / +10% lightning Reduces incoming crit damage: 15.00% Physical save: +15 (+3 eff.) Mana when firing critical spell: +2.69 Light radius: +3 Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2445.8 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
On hands | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Physical crit. chance: +16.0% Armour: +3 Effects on melee hit: * 10% chance to reduce all saves and defense by 32 Damage (Melee): 32 mind / 33 darkness Damage when hit (Melee): 4 darkness / 6 cold Changes stats: +9 Cun / +8 Dex Changes resistances: +3% darkness Changes damage: +18% darkness / +6% cold Talent granted: +5 Iron Grip Critical mult.: +13.00% Mental save: -6 (-2 eff.) Disarm immunity: +100% Spell crit. chance: +15% Mindpower: +9 (+3 eff.) Mental crit. chance: +13% When used to modify unarmed attacks: Base power: 34.5 - 38.0 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +14 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Defense: +30 (+8 eff.) Changes stats: +9 Str / +3 Con Changes resistances penetration: +25% physical Changes damage: +18% physical Physical save: +9 (+2 eff.) Stamina each turn: +3.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +7 Str / +33 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 32 Damage when hit (Melee): 4 mind Changes resistances: +26% acid / +6% temporal / +9% darkness / +26% light / +25% fire / +17% cold / +23% lightning Changes resistances penetration: +25% darkness Changes damage: +13% light / +3% mind / +7% all Spellpower: +15 (+5 eff.) Mindpower: +20 (+6 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +5 Str / +13 Dex / +5 Mag / +5 Wil / +13 Cun / +5 Con Changes resistances: +30% mind Changes damage: +20% lightning / +10% all Damage affinity(heal): +20% lightning Confusion immunity: +30% Fear immunity: +30% Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +2 Movement speed: +15% Chance to avoid any damage: +8% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 77.0 - 123.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +24 Crit. chance: +25.0% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 2) on crit: +126 fire When wielded/worn: Accuracy: +35 (+8 eff.) Armour penetration: +12 Defense: +5 (+2 eff.) Changes resistances: +7% arcane / +3% physical Changes resistances penetration: +20% fire / +5% nature / +19% all Reduces incoming crit damage: 15.00% Physical save: +9 (+2 eff.) Confusion immunity: +26% Global speed: +15% Massive two-handed swords. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +18 Defense: +15 (+4 eff.) Effects on melee hit: * 10% chance to reduce armor by 36% Damage when hit (Melee): 2 physical Changes stats: +2 Str Changes resistances: +5% arcane / +3% physical Changes resistances penetration: +12% physical Changes damage: +25% physical Critical mult.: +13.00% Reduces incoming crit damage: 10.00% Silence immunity: +10% Pinning immunity: +10% Maximum stamina: +10.00 Slows Projectiles: +25% It can be used to create a temporary shield that absorbs 308 damage Activation puts all charms on cooldown for 26 turns. A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 50% Str, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +27 Crit. chance: +26.0% Attack speed: 100% On weapon hit: * 22% chance to reduce all saves and defense by 32 On weapon crit: * Wound the target dealing 396 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +17 mind Damage (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +10 Physical crit. chance: +24.0% Physical power: +11 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +10 Dex / +4 Wil / +4 Cun Critical mult.: +25.00% Sharp, short and deadly. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +13 Physical crit. chance: +2.0% Defense: +18 (+5 eff.) Changes stats: +3 Str / +5 Con Changes resistances: +30% lightning / +21% temporal / +23% darkness Critical mult.: +45.00% Stealth bonus: +13 Physical save: +15 (+3 eff.) Stun/Freeze immunity: +50% Only die when reaching: -60.00 life Maximum life: +99.00 Maximum mana: +60.00 Maximum stamina: +34.86 Damage Shield penetration: +20% Defense after a teleport: +30 Resist all after a teleport: +14% New effects duration reduction after a teleport: +24% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +54 Defense: +20 (+5 eff.) Fatigue: +22% Effects on melee hit: * 27 arcane resource burn Changes resistances: +29% acid / +26% physical / +3% light / +6% darkness / +3% blight / +27% fire / +33% lightning / +26% cold Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 35.00% Disarm immunity: +40% Stun/Freeze immunity: +37% Knockback immunity: +39% Maximum stamina: +20.00 A suit of armour made of metal plates. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 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 ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+14 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 Activation costs 170 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: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +4% Changes resistances: +10% cold / +4% all Allows you to breathe in: water Physical save: +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+1 eff.) Armour: +2 Fatigue: -9% Effects on melee hit: * 10% chance to reduce armor by 36% Changes stats: +7 Str Changes resistances: +9% light / +3% cold Critical mult.: +19.00% Spell save: +3 (+1 eff.) Mental save: +9 (+3 eff.) Life regen: +4.08 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 68 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 68 power out of 150/150) : Effective talent level: 4.0 Power cost: 68 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 33.96 cold damage and 43.48 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 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. |
![]() 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 Activation costs 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 Activation costs 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 Activation costs 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 Activation costs 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 steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() 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 Activation costs 172 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. |
![]() 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) Activation costs 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +2 Changes stats: +1 Dex Changes resistances: +6% fire Maximum wards: +6 nature / +6 cold / +6 arcane / +6 fire Changes resistances penetration: +20% physical Changes damage: +6% arcane Talent granted: +1 Ward Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +12 It can be used to fire a magical bolt dealing 657 lightning damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 27% for 2 turns. * Gain a 35% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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. |
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 Sightless the Ogre Berserker level 11
67th Haze 122nd year of Ascendancy at 19:41 see stats
By Sightless the Ogre Berserker level 41
79th Haze 123rd year of Ascendancy at 06:13 see stats
By Sightless the Ogre Berserker level 30
72nd Pyre 123rd year of Ascendancy at 01:51 see stats
By Sightless the Ogre Berserker level 41
77th Haze 123rd year of Ascendancy at 14:20 see stats
By Sightless the Ogre Berserker level 46
43rd Pyre 124th year of Ascendancy at 21:31 see stats
By Sightless the Ogre Berserker level 50
1st Haze 124th year of Ascendancy at 14:25 see stats
By Sightless the Ogre Berserker level 44
31st Regrowth 124th year of Ascendancy at 06:01 see stats
By Sightless the Ogre Berserker level 50
65th Regrowth 125th year of Ascendancy at 16:18 see stats
By Sightless the Ogre Berserker level 35
55th Dusk 123rd year of Ascendancy at 04:19 see stats
By Sightless the Ogre Berserker level 18
7th Allure 123rd year of Ascendancy at 10:45 see stats
By Sightless the Ogre Berserker level 47
52nd Pyre 124th year of Ascendancy at 02:00 see stats
By Sightless the Ogre Berserker level 43
24th Regrowth 124th year of Ascendancy at 09:40 see stats
By Sightless the Ogre Berserker level 34
26th Dusk 123rd year of Ascendancy at 06:33 see stats
By Sightless the Ogre Berserker level 32
8th Mirth 123rd year of Ascendancy at 13:57 see stats
By Sightless the Ogre Berserker level 27
66th Regrowth 123rd year of Ascendancy at 22:14 see stats
By Sightless the Ogre Berserker level 50
73rd Regrowth 125th year of Ascendancy at 23:16 see stats
By Sightless the Ogre Berserker level 23
52nd Regrowth 123rd year of Ascendancy at 01:18 see stats
By Sightless the Ogre Berserker level 31
78th Pyre 123rd year of Ascendancy at 18:05 see stats
By Sightless the Ogre Berserker level 37
61st Haze 123rd year of Ascendancy at 21:49 see stats
By Sightless the Ogre Berserker level 50
56th Regrowth 125th year of Ascendancy at 09:30 see stats
By Sightless the Ogre Berserker level 47
52nd Pyre 124th year of Ascendancy at 10:01 see stats
By Sightless the Ogre Berserker level 50
45th Regrowth 125th year of Ascendancy at 05:50 see stats
By Sightless the Ogre Berserker level 36
79th Dusk 123rd year of Ascendancy at 15:08 see stats
By Sightless the Ogre Berserker level 30
72nd Pyre 123rd year of Ascendancy at 01:20 see stats
By Sightless the Ogre Berserker level 29
28th Pyre 123rd year of Ascendancy at 01:26 see stats
By Sightless the Ogre Berserker level 10
31st Haze 122nd year of Ascendancy at 14:24 see stats
By Sightless the Ogre Berserker level 20
23rd Regrowth 123rd year of Ascendancy at 12:39 see stats
By Sightless the Ogre Berserker level 30
41st Pyre 123rd year of Ascendancy at 17:50 see stats
By Sightless the Ogre Berserker level 40
73rd Haze 123rd year of Ascendancy at 22:31 see stats
By Sightless the Ogre Berserker level 50
7th Dusk 124th year of Ascendancy at 17:12 see stats
By Sightless the Ogre Berserker level 50
19th Regrowth 125th year of Ascendancy at 21:08 see stats
By Sightless the Ogre Berserker level 50
78th Dusk 124th year of Ascendancy at 01:35 see stats
By Sightless the Ogre Berserker level 19
20th Regrowth 123rd year of Ascendancy at 03:27 see stats
By Sightless the Ogre Berserker level 50
4th Regrowth 125th year of Ascendancy at 15:39 see stats
By Sightless the Ogre Berserker level 27
78th Regrowth 123rd year of Ascendancy at 07:30 see stats
By Sightless the Ogre Berserker level 14
75th Haze 122nd year of Ascendancy at 18:43 see stats
By Sightless the Ogre Berserker level 44
24th Regrowth 124th year of Ascendancy at 18:22 see stats
By Sightless the Ogre Berserker level 50
73rd Regrowth 125th year of Ascendancy at 23:15 see stats
By Sightless the Ogre Berserker level 30
72nd Pyre 123rd year of Ascendancy at 01:51 see stats
By Sightless the Ogre Berserker level 32
7th Mirth 123rd year of Ascendancy at 23:52 see stats
By Sightless the Ogre Berserker level 11
46th Haze 122nd year of Ascendancy at 22:19 see stats
By Sightless the Ogre Berserker level 30
72nd Pyre 123rd year of Ascendancy at 01:51 see stats
By Sightless the Ogre Berserker level 27
80th Regrowth 123rd year of Ascendancy at 17:24 see stats
By Sightless the Ogre Berserker level 50
73rd Regrowth 125th year of Ascendancy at 23:16 see stats
By Sightless the Ogre Berserker level 40
75th Haze 123rd year of Ascendancy at 18:09 see stats
By Sightless the Ogre Berserker level 11
61st Haze 122nd year of Ascendancy at 16:24 see stats
By Sightless the Ogre Berserker level 50
34th Pyre 125th year of Ascendancy at 05:56 see stats
By Sightless the Ogre Berserker level 49
77th Pyre 124th year of Ascendancy at 09:42 see stats
By Sightless the Ogre Berserker level 50
65th Haze 124th year of Ascendancy at 16:11 see stats
By Sightless the Ogre Berserker level 27
79th Regrowth 123rd year of Ascendancy at 21:19 see stats
By Sightless the Ogre Berserker level 22
48th Regrowth 123rd year of Ascendancy at 10:23 see stats
By Sightless the Ogre Berserker level 15
78th Haze 122nd year of Ascendancy at 19:15 see stats
By Sightless the Ogre Berserker level 50
38th Pyre 125th year of Ascendancy at 10:03 see stats
By Sightless the Ogre Berserker level 40
76th Haze 123rd year of Ascendancy at 22:42 see stats
By Sightless the Ogre Berserker level 49
7th Flare 124th year of Ascendancy at 23:06 see stats
Log
Warshout is still on cooldown for 11 turns.
Sightless uses Rain of Bears.
Sightless hits Linaniil, Supreme Archmage of Angolwen for 44 physical, 26 fire, 44 physical, 26 fire (140 total damage).
Linaniil, Supreme Archmage of Angolwen rearms.
Linaniil, Supreme Archmage of Angolwen casts Rune: Shielding.
A shield forms around Linaniil, Supreme Archmage of Angolwen.
Bleeding from Sightless hits Linaniil, Supreme Archmage of Angolwen for (1750 shifted), 0 physical (0 total damage).
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Brown bear for 1981 arcane damage.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Cave bear for 1981 arcane damage.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Polar bear for 1981 arcane damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for (116 absorbed), 0 fire (0 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Sightless for 59 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for (116 absorbed), 0 fire (0 total damage).
Linaniil, Supreme Archmage of Angolwen casts Elemental Array Burst.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Sightless is recovering from the damage!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Sightless resists the stun!
Linaniil, Supreme Archmage of Angolwen hits Sightless for 1315 thaumic energy, 254 physical, 203 fire (1773 total damage).
Linaniil, Supreme Archmage of Angolwen casts Elemental Array Burst.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen hits Cryomancer for 1407 thaumic energy damage.
Linaniil, Supreme Archmage of Angolwen casts Elemental Array Burst.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen hits Sightless for 1315 thaumic energy damage.
Sightless the level 50 ogre berserker was utterly vaporized to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.