Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.1.0Places 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. ZOmnibus Addon Pack 1.4.0Combines 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: Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Archmage |
Level / Exp | 50 / 2758% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 34 (base 12) |
Dexterity | 36 (base 12) |
Constitution | 46 (base 35) |
Magic | 141 (base 66) |
Willpower | 96 (base 66) |
Cunning | 98 (base 61) |
Resources
Life | 662/662 |
Mana | 498/498 |
Positive | 0/197 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +156.16921969587% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 10 |
See Stealth | 22.137285651829 |
See Invisible | 84.451043574249 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 81 |
Accuracy | 34 |
Crit Chance | 72% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 88 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
All | +24% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 41 (30%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 8 |
Physical Save | 25 |
Spell Save | 57 |
Mental Save | 53 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Silence Resistance | 75% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 33% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 10 turns. While Heroism is active, you will only die when reaching -872 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1412% for 10 turns and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.40 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Burning Wake |
talent | Arcane Shield |
talent | Essence of Speed |
talent | Keen Senses |
talent | Wildfire |
talent | Shielding |
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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by Isam. Escort: lost anorithil (level 8 of Dreadfell) | failed |
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 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2239. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is 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. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Scorchbinder (0 def, 23 armour) Scorchbinder (0 def, 23 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +23 Fatigue: +4% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +2 Dex / +15 Mag / +2 Con Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Spell save: +16 (+4 eff.) Lowers spell cool-downs by: 20% Infravision radius: +4 See invisible: +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+5 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 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 59.49 cold damage and 66.75 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. |
On head | Crown of Burning Pain (9 def, 0 armour) Crown of Burning Pain (9 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +9 (+5 eff.) Fatigue: +4% Changes stats: +4 Cun / +4 Wil Changes resistances: +25% fire Changes damage: +25% fire It can be used to activate talent Meteor Rain (costing 34 power out of 50/50) : Effective talent level: 2.0 Power cost: 34 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 479.85 fire and 252.75 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Tool | Sunspawner the iron pickaxe (dig speed 29 turns) Sunspawner the iron pickaxe (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +1 Str Changes resistances: +6% light Lowers spell cool-downs by: 10% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | conjurer's voratun ring of arcana(+0.37/turn) conjurer's voratun ring of arcana(+0.37/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +7 Wil Silence immunity: +45% Mana each turn: +0.37 Spellpower: +11 (+2 eff.) Rings can have magical properties. |
On fingers | Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 6.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 443.17 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around waist | Firebright FirebrightPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +6 Dex / +7 Mag / +6 Cun / +10 Lck Changes resistances: +9% darkness Changes damage: +27% fire Trap disarming bonus: +19 Stealth bonus: +14 Mental save: +15 (+5 eff.) Mana each turn: +0.53 Maximum mana: +60.00 Spellpower: +12 (+3 eff.) Infravision radius: +6 A belt that goes around your waist. |
In main hand | Flashschism the dragonbone vilestaff (42-50.4 power, 6 apr, fire element) Flashschism the dragonbone vilestaff (42-50.4 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+6 eff.) Physical crit. chance: +9.0% Physical power: +11 (+4 eff.) Damage (Melee): 31 fire Changes stats: +2 Cun / +2 Mag Changes resistances: +9% lightning Changes damage: +42% fire Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +49.00% Reduces incoming crit damage: 15.00% Spellpower: +35 (+7 eff.) Spell crit. chance: +8% See invisible: +24 Staves designed for wielders of magic, by the greats of the art. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+7 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 5.6 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 552.59 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Cloak | Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 3.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 241.59 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Inventory
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 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 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 234.52 fire damage, and flames will be left dealing a further 54.09 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
24 bloodstone 24 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
21 fire opal 21 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 diamond 7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
14 moonstone 14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Daystar DaystarPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +29 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 23 fire Changes stats: +1 Str / +1 Dex / +2 Cun / +2 Con Changes resistances: +14% darkness / +9% fire Changes resistances penetration: +27% all Changes damage: +13% light Damage affinity(heal): +5% light Reduces incoming crit damage: 17.00% Light radius: +11 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.3 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 89.32 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 358/400. 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Isam the Shalore Archmage level 40
56th Haze 123rd year of Ascendancy at 14:40 see stats
By Isam the Shalore Archmage level 37
32nd Haze 123rd year of Ascendancy at 06:08 see stats
By Isam the Shalore Archmage level 39
54th Haze 123rd year of Ascendancy at 21:02 see stats
By Isam the Shalore Archmage level 44
31st Regrowth 124th year of Ascendancy at 19:40 see stats
By Isam the Shalore Archmage level 50
65th Dusk 124th year of Ascendancy at 11:13 see stats
By Isam the Shalore Archmage level 50
3rd Summertide 124th year of Ascendancy at 08:28 see stats
By Isam the Shalore Archmage level 42
23rd Regrowth 124th year of Ascendancy at 18:33 see stats
By Isam the Shalore Archmage level 23
41st Regrowth 123rd year of Ascendancy at 21:47 see stats
By Isam the Shalore Archmage level 50
49th Dusk 124th year of Ascendancy at 02:39 see stats
By Isam the Shalore Archmage level 13
8th Haze 122nd year of Ascendancy at 10:17 see stats
By Isam the Shalore Archmage level 50
3rd Decay 124th year of Ascendancy at 16:30 see stats
By Isam the Shalore Archmage level 50
63rd Dusk 124th year of Ascendancy at 20:39 see stats
By Isam the Shalore Archmage level 41
18th Regrowth 124th year of Ascendancy at 18:16 see stats
By Isam the Shalore Archmage level 48
52nd Pyre 124th year of Ascendancy at 15:01 see stats
By Isam the Shalore Archmage level 40
11st Regrowth 124th year of Ascendancy at 13:25 see stats
By Isam the Shalore Archmage level 35
66th Dusk 123rd year of Ascendancy at 15:25 see stats
By Isam the Shalore Archmage level 50
15th Regrowth 125th year of Ascendancy at 03:22 see stats
By Isam the Shalore Archmage level 21
3rd Allure 123rd year of Ascendancy at 15:54 see stats
By Isam the Shalore Archmage level 37
17th Haze 123rd year of Ascendancy at 13:02 see stats
By Isam the Shalore Archmage level 38
51st Haze 123rd year of Ascendancy at 15:28 see stats
By Isam the Shalore Archmage level 50
8th Allure 125th year of Ascendancy at 20:44 see stats
By Isam the Shalore Archmage level 50
63rd Dusk 124th year of Ascendancy at 12:12 see stats
By Isam the Shalore Archmage level 30
2nd Dusk 123rd year of Ascendancy at 15:14 see stats
By Isam the Shalore Archmage level 50
65th Dusk 124th year of Ascendancy at 19:51 see stats
By Isam the Shalore Archmage level 43
26th Regrowth 124th year of Ascendancy at 13:27 see stats
By Isam the Shalore Archmage level 50
23rd Haze 124th year of Ascendancy at 07:22 see stats
By Isam the Shalore Archmage level 10
24th Dusk 122nd year of Ascendancy at 22:17 see stats
By Isam the Shalore Archmage level 20
7th Decay 122nd year of Ascendancy at 02:41 see stats
By Isam the Shalore Archmage level 30
8th Mirth 123rd year of Ascendancy at 16:20 see stats
By Isam the Shalore Archmage level 40
54th Haze 123rd year of Ascendancy at 21:02 see stats
By Isam the Shalore Archmage level 50
72nd Pyre 124th year of Ascendancy at 21:37 see stats
By Isam the Shalore Archmage level 38
47th Haze 123rd year of Ascendancy at 17:38 see stats
By Isam the Shalore Archmage level 7
75th Pyre 122nd year of Ascendancy at 09:24 see stats
By Isam the Shalore Archmage level 49
72nd Pyre 124th year of Ascendancy at 21:37 see stats
By Isam the Shalore Archmage level 5
74th Pyre 122nd year of Ascendancy at 23:14 see stats
By Isam the Shalore Archmage level 50
4th Decay 124th year of Ascendancy at 09:44 see stats
By Isam the Shalore Archmage level 50
7th Allure 125th year of Ascendancy at 17:39 see stats
By Isam the Shalore Archmage level 50
15th Regrowth 125th year of Ascendancy at 03:21 see stats
By Isam the Shalore Archmage level 50
26th Haze 124th year of Ascendancy at 18:57 see stats
By Isam the Shalore Archmage level 16
41st Haze 122nd year of Ascendancy at 01:52 see stats
By Isam the Shalore Archmage level 38
40th Haze 123rd year of Ascendancy at 10:55 see stats
By Isam the Shalore Archmage level 50
1st Summertide 124th year of Ascendancy at 19:37 see stats
By Isam the Shalore Archmage level 15
28th Haze 122nd year of Ascendancy at 21:23 see stats
By Isam the Shalore Archmage level 42
19th Regrowth 124th year of Ascendancy at 02:52 see stats
By Isam the Shalore Archmage level 37
32nd Haze 123rd year of Ascendancy at 06:08 see stats
By Isam the Shalore Archmage level 35
66th Dusk 123rd year of Ascendancy at 05:09 see stats
By Isam the Shalore Archmage level 10
24th Dusk 122nd year of Ascendancy at 22:33 see stats
By Isam the Shalore Archmage level 37
32nd Haze 123rd year of Ascendancy at 06:08 see stats
By Isam the Shalore Archmage level 50
9th Regrowth 125th year of Ascendancy at 10:28 see stats
By Isam the Shalore Archmage level 17
65th Haze 122nd year of Ascendancy at 07:32 see stats
By Isam the Shalore Archmage level 45
72nd Regrowth 124th year of Ascendancy at 08:39 see stats
By Isam the Shalore Archmage level 25
9th Pyre 123rd year of Ascendancy at 02:33 see stats
By Isam the Shalore Archmage level 30
2nd Dusk 123rd year of Ascendancy at 18:03 see stats
By Isam the Shalore Archmage level 18
68th Haze 122nd year of Ascendancy at 04:15 see stats
By Isam the Shalore Archmage level 39
54th Haze 123rd year of Ascendancy at 04:33 see stats
Log
Isam picks up (b.): Inertial Twine.
Isam picks up (d.): Khulmanar's Wrath (70-105 power, 8 apr).
Today is the 40th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
You don't see how to get there...
You don't see how to get there...
Isam deactivates Essence of Speed.
Isam deactivates Shielding.
Isam deactivates Arcane Shield.
Isam deactivates Burning Wake.
Isam deactivates Keen Senses.
Isam deactivates Wildfire.