















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.0Official 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 | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Annihilator |
Level / Exp | 50 / 785% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 106 (base 17) |
Dexterity | 139 (base 62) |
Constitution | 111 (base 60) |
Magic | 33 (base 12) |
Willpower | 63 (base 28) |
Cunning | 135 (base 60) |
Resources
Life | 1475/1475 |
Mana | 599/659 |
Steam | 100/100 |
Healing Factor | 2.004682415029 |
Regeneration | 19.701402023143 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +28% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
See Stealth | 19 |
See Invisible | 12 |
Offense: Offhand
Damage | 47 |
Accuracy | 73 |
Crit Chance | 64% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +30% |
Light | +35% |
Fire | +25% |
Cold | +48% |
All | +15% |
Offense: Damage Penetration
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 62 (30%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 20 |
Physical Save | 57 |
Spell Save | 35 |
Mental Save | 51 |
Defense: Resistances
Acid | + 41%( 70%) |
Physical | + 41%( 70%) |
Fire | + 45%( 70%) |
Cold | + 65%( 70%) |
Arcane | + 40%( 70%) |
Mind | + 43%( 70%) |
All | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Disarm Resistance | 60% |
Bleed Resistance | 100% |
Pinning Resistance | 69% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.1 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 216% efficiency and cooldown mod of 98%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 224% efficiency and cooldown mod of 72%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Cunning 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. |
Class Talents
Steamtech / Magnetism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Steamtech / Gadgets | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Steamtech / Turrets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exoskeleton |
talent | Chemical Grenade |
talent | Rocket Pod |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 40% steamgun damage. 3 stacks remaining. Reactive Armor |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You 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 talent Vision (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 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: 181. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. 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. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. 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 within7 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 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 Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Talent granted: +5 Rocket Boots Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! This item has been sent to the Item's Vault. |
Quiver | ![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 167% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +21 Armour Penetration: +5 Crit. chance: +18.5% Capacity: 17 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 105 damage On weapon crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 nature Damage (radius 1) on hit: +4 arcane / +21 nature Damage (radius 2) on crit: +16 nature When wielded/worn: Talent granted: +5 Antimagic Shell Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
On hands | ![]() Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Fatal Attractor Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! This item has been sent to the Item's Vault. |
On head | ![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +10 Cun / +5 Con Changes resistances: +10% all Mental save: +15 (+5 eff.) Blindness immunity: +50% A Helmet. But with steam power! This item has been sent to the Item's Vault. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 416 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 70. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Requires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +6 Dex Stun/Freeze immunity: +60% Rings make your fingers look great! This item has been sent to the Item's Vault. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +4 Physical crit. chance: +3.0% Armour: +5 Defense: +11 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Dex / +4 Con Changes resistances: +30% cold / +5% all Changes damage: +15% cold Spell save: +16 (+7 eff.) Maximum stamina: +21.00 Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 6 cold Changes stats: +9 Dex / +3 Wil / +8 Cun / +7 Con Changes resistances: +9% cold Changes damage: +15% darkness / +15% cold Critical mult.: +15.00% Life regen: +4.00 Stamina each turn: +1.00 Movement speed: +10% Amulets make your neck look great! |
Light source | ![]() Requires: - Level 15 Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Changes resistances: +6% acid / +6% cold Changes damage: +20% light Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Stamina each turn: +3.00 Hate when firing a critical mind attack: +2.00 Light radius: +9 See stealth: +10 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
In off hand | ![]() Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +95 Damage (radius 1) on hit: +90 20% chance of physical repulsion Damage (radius 2) on crit: +20 nature Attacks use: 1.0 Steam When wielded/worn: Physical power: +25 (+5 eff.) Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +13 Str / +12 Dex / +10 Mag / +15 Wil / +11 Cun / +11 Con Talent granted: +3 Block Reduces incoming crit damage: 10.00% Physical save: +15 (+4 eff.) Stamina each turn: +3.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Str / +12 Wil / +12 Cun / +9 Con Changes resistances: +3% physical / +0% cold / +0% nature / +9% fire / +5% arcane / +9% mind Changes resistances penetration: +10% light Physical save: +10 (+3 eff.) Disarm immunity: +10% Knockback immunity: +20% Maximum life: +98.00 Mental crit. chance: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +0 (+0 eff.) Changes stats: +7 Cun / +3 Con Changes damage: +3% cold Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Mental save: +8 (+3 eff.) Life regen: +2.40 Mindpower: +5 (+1 eff.) Light radius: +2 See invisible: +3 Healing mod.: +20% Slows Projectiles: +0% A belt that goes around your waist. |
Inventory
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% 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 (+12 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 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." |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% nature / +0% cold Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 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. |
![]() 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. |
amazing fiery salve [power 54] =Magical= amazing fiery salve [power 54] =Magical=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 216% efficiency and 98% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (54% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 54] =Physical= amazing frost salve [power 54] =Physical=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 216% efficiency and 98% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (54% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 778] =Healing= amazing healing salve [power 778] =Healing=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 216% efficiency and 98% cooldown modifier. It can be used to heal 778 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 681] =Dmg Res= amazing pain suppressor salve [power 681] =Dmg Res=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 216% efficiency and 98% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -681 life and reduces all damage by 30% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 54] =Mental= amazing water salve [power 54] =Mental=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 216% efficiency and 98% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (54% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Fatigue: -8% Effects on melee hit: * 20% chance to reduce damage dealt by 34% Changes stats: +6 Str Changes resistances: +12% fire Spell save: +6 (+3 eff.) Maximum life: +100.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Requires: - Level 15 Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes resistances: +21% fire Reduces incoming crit damage: 15.00% Mental save: +18 (+6 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 Healing mod.: +15% It can be used to project a gust of wind in a cone knocking enemies back 10 spaces and dealing 293 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. |
![]() Requires: - Level 15 Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +3% acid / +9% temporal Changes resistances penetration: +10% lightning Changes damage: +12% lightning It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. This item has been sent to the Item's Vault. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% nature / +3% temporal / +3% light / +6% darkness It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 614 Base Damage: 270 Armor: 20 All Resist: 6 Activation puts all charms on cooldown for 24 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +6% cold / +15% mind / +6% darkness Disease immunity: +10% Only die when reaching: -60.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to harden the skin for 7 turns increasing armour by 79 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 49% for 2 turns. * Gain a 35% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 247 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% 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 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% lightning / +9% darkness / +9% cold / +9% mind / +3% fire Reduces incoming crit damage: 10.00% Spell save: +3 (+2 eff.) Cut immunity: +10% It can be used to create a shield absorbing up to 452 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 3 talent cooldowns by 2. * Gain a 37% chance to evade weapon attacks for 2 turns. * Increase the duration of 2 beneficial effects by 2. 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 Ulentir the Skeleton Annihilator level 28
51st Pyre 123rd year of Ascendancy at 16:54 see stats
By Ulentir the Skeleton Annihilator level 27
3rd Pyre 123rd year of Ascendancy at 14:21 see stats
By Ulentir the Skeleton Annihilator level 41
50th Haze 123rd year of Ascendancy at 00:36 see stats
By Ulentir the Skeleton Annihilator level 39
38th Haze 123rd year of Ascendancy at 14:10 see stats
By Ulentir the Skeleton Annihilator level 31
58th Pyre 123rd year of Ascendancy at 18:52 see stats
By Ulentir the Skeleton Annihilator level 37
43rd Dusk 123rd year of Ascendancy at 20:03 see stats
By Ulentir the Skeleton Annihilator level 15
8th Haze 122nd year of Ascendancy at 03:44 see stats
By Ulentir the Skeleton Annihilator level 42
56th Haze 123rd year of Ascendancy at 16:11 see stats
By Ulentir the Skeleton Annihilator level 30
55th Pyre 123rd year of Ascendancy at 14:16 see stats
By Ulentir the Skeleton Annihilator level 50
7th Decay 123rd year of Ascendancy at 18:34 see stats
By Ulentir the Skeleton Annihilator level 19
43rd Haze 122nd year of Ascendancy at 06:29 see stats
By Ulentir the Skeleton Annihilator level 28
39th Pyre 123rd year of Ascendancy at 23:48 see stats
By Ulentir the Skeleton Annihilator level 40
43rd Haze 123rd year of Ascendancy at 17:07 see stats
By Ulentir the Skeleton Annihilator level 47
4th Decay 123rd year of Ascendancy at 14:17 see stats
By Ulentir the Skeleton Annihilator level 42
56th Haze 123rd year of Ascendancy at 22:33 see stats
By Ulentir the Skeleton Annihilator level 19
26th Haze 122nd year of Ascendancy at 15:59 see stats
By Ulentir the Skeleton Annihilator level 50
7th Decay 123rd year of Ascendancy at 18:34 see stats
By Ulentir the Skeleton Annihilator level 36
28th Dusk 123rd year of Ascendancy at 07:06 see stats
By Ulentir the Skeleton Annihilator level 10
14th Dusk 122nd year of Ascendancy at 22:07 see stats
By Ulentir the Skeleton Annihilator level 20
45th Haze 122nd year of Ascendancy at 00:35 see stats
By Ulentir the Skeleton Annihilator level 30
55th Pyre 123rd year of Ascendancy at 03:57 see stats
By Ulentir the Skeleton Annihilator level 40
42nd Haze 123rd year of Ascendancy at 17:18 see stats
By Ulentir the Skeleton Annihilator level 50
7th Decay 123rd year of Ascendancy at 14:42 see stats
By Ulentir the Skeleton Annihilator level 46
3rd Decay 123rd year of Ascendancy at 10:30 see stats
By Ulentir the Skeleton Annihilator level 23
7th Allure 123rd year of Ascendancy at 12:11 see stats
By Ulentir the Skeleton Annihilator level 41
46th Haze 123rd year of Ascendancy at 19:49 see stats
By Ulentir the Skeleton Annihilator level 40
43rd Haze 123rd year of Ascendancy at 14:53 see stats
By Ulentir the Skeleton Annihilator level 34
17th Dusk 123rd year of Ascendancy at 07:20 see stats
By Ulentir the Skeleton Annihilator level 30
55th Pyre 123rd year of Ascendancy at 17:51 see stats
By Ulentir the Skeleton Annihilator level 50
7th Decay 123rd year of Ascendancy at 18:34 see stats
By Ulentir the Skeleton Annihilator level 9
8th Dusk 122nd year of Ascendancy at 07:46 see stats
By Ulentir the Skeleton Annihilator level 19
42nd Haze 122nd year of Ascendancy at 03:41 see stats
By Ulentir the Skeleton Annihilator level 33
8th Dusk 123rd year of Ascendancy at 08:40 see stats
By Ulentir the Skeleton Annihilator level 24
1st Pyre 123rd year of Ascendancy at 04:43 see stats
By Ulentir the Skeleton Annihilator level 18
24th Haze 122nd year of Ascendancy at 16:54 see stats
By Ulentir the Skeleton Annihilator level 26
3rd Pyre 123rd year of Ascendancy at 07:28 see stats
Log
Your Dakhtun's Gauntlets (0 def, 6 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Ulentir drops on the floor: Bethanor the Chillpierce (3 def, 0 armour).
Your Bethanor the Chillpierce (3 def, 0 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Ulentir drops on the floor: Glivea the Kindlewrecker (3 def, 0 armour).
Your Glivea the Kindlewrecker (3 def, 0 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Ulentir drops on the floor: bloodstone.
Your bloodstone is magically sorted by the storage room and put in a pile with the others items of the same type.
Ulentir drops on the floor: fire opal.
Your fire opal is magically sorted by the storage room and put in a pile with the others items of the same type.
Ulentir drops on the floor: pearl.
Your pearl is magically sorted by the storage room and put in a pile with the others items of the same type.
Ulentir drops on the floor: amazing second skin.
Your amazing second skin is magically sorted by the storage room and put in a pile with the others items of the same type.
Ulentir drops on the floor: mastercraft waterproof coating.
Your mastercraft waterproof coating is magically sorted by the storage room and put in a pile with the others items of the same type.
Ulentir drops on the floor: perfect thunderclap coating.
Your perfect thunderclap coating is magically sorted by the storage room and put in a pile with the others items of the same type.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Connection to online server lost, trying to reconnect.
Connection to online server established.