










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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Anorithil |
Level / Exp | 50 / 1146% |
Size | medium |
Lifes / Deaths | Killed by Gylaith the large brown snake at level 28 on the 2nd Decay 122nd year of Ascendancy at 10:14 2 / 6Killed by Neryriwyn the dread at level 28 on the 2nd Decay 122nd year of Ascendancy at 12:17 Killed by Betybrevena the blinkwyrm at level 46 on the 50th Pyre 123rd year of Ascendancy at 10:05 Killed by Otherrim at level 47 on the 51st Pyre 123rd year of Ascendancy at 18:26 Killed by luminous horror at level 49 on the 2nd Mirth 123rd year of Ascendancy at 20:35 Killed by Otherrim at level 50 on the 10th Mirth 123rd year of Ascendancy at 14:05 |
Primary Stats
Strength | 54 (base 13) |
Dexterity | 34 (base 10) |
Constitution | 105 (base 60) |
Magic | 174 (base 60) |
Willpower | 71 (base 29) |
Cunning | 120 (base 60) |
Resources
Life | 1616/1616 |
Positive | 138/197 |
Negative | 198/247 |
Healing Factor | 1.7182089082942 |
Regeneration | 45.102983842723 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
See Invisible | 9 |
Offense: Mainhand
Damage | 102 |
Accuracy | 47 |
Crit Chance | 44% |
APR | 49 |
Speed | 0.91 |
Offense: Spell
Spellpower | 112 |
Crit Chance | 79% |
Speed | 1 |
Offense: Mind
Mindpower | 84 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
Blight | +32% |
Arcane | +59% |
Mind | +29% |
All | +20% |
Darkness | +197% |
Light | +40% |
Temporal | +52% |
Physical | +80% |
Fire | +26% |
Nature | +30% |
Offense: Damage Penetration
Acid | +10% |
Lightning | +10% |
Darkness | +40% |
Physical | +38% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 33 (30%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 70 |
Mental Save | 64 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 52%( 70%) |
Arcane | + 43%( 70%) |
Cold | + 44%( 70%) |
All | + 37%( 70%) |
Darkness | + 70%( 70%) |
Light | + 62%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 60%( 70%) |
Lightning | + 44%( 70%) |
Fire | + 50%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Teleport Resistance | 24% |
Confusion Resistance | 50% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 24% |
Silence Resistance | 69% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 537 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 668 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -889 life. The duration and life will increase by 1% for every 1% life you have lost (currently 889 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Celestial / Circles | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Celestial / Eclipse | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Celestial / Glyphs | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Celestial / Sunlight | 1.70 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Hymns | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | Improves/gives invisibility (power 32), reducing damage dealt by 40%. Invisibility |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You abandoned lost warrior, to death. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | 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. | active |
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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1047. | 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. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. 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 foundations. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 Creation* You have sided with Ukllmswwik and killed Slasul. | 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +18 (+6 eff.) Changes stats: +6 Con / +5 Wil Changes resistances: +12% fire / +12% cold Changes resistances penetration: +10% physical Physical save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Silence immunity: +45% Confusion immunity: +50% Stun/Freeze immunity: +50% Teleport immunity: +24% Mindpower: +9 (+2 eff.) Infravision radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 30 fire / 2 physical Changes stats: +7 Mag Changes resistances: +2% physical / +10% fire Changes resistances penetration: +5% mind Critical mult.: +21.35% Physical save: +18 (+6 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Maximum hate: +2.00 Spellpower: +15 (+3 eff.) Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +17 Mag / +10 Con Changes resistances: +16% darkness / +19% physical Changes damage: +20% physical / +20% darkness / +3% blight / +9% mind / +18% arcane Critical mult.: +20.00% Spell save: +15 (+4 eff.) Mana each turn: +3.00 Mana when hit: +3.00 Maximum mana: +95.00 Maximum hate: +11.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +7% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 26 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Armour: +5 Defense: +7 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 4 arcane Changes stats: +8 Str Changes resistances: +9% physical / +15% nature / +15% darkness Changes damage: +12% arcane / +18% darkness / +10% nature Critical mult.: +20.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 6 fire Changes stats: +3 Str / +5 Mag / +4 Wil / +2 Con Changes resistances: +15% blight / +12% nature / +40% light Changes damage: +20% light / +6% fire Maximum encumbrance: +38 Poison immunity: +24% Disease immunity: +27% Life regen: +19.00 Maximum life: +93.00 Infravision radius: +3 Healing mod.: +20% 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: Changes stats: +8 Mag / +14 Cun / +6 Con Changes resistances: +36% darkness / +3% physical Changes damage: +18% darkness Spell save: +20 (+5 eff.) Mental save: +3 (+1 eff.) Disease immunity: +20% Stun/Freeze immunity: +50% Life regen: +7.00 Maximum stamina: +40.00 Maximum vim: +30.00 Spellpower: +14 (+2 eff.) Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes stats: +16 Wil / +22 Mag Changes resistances: +9% acid / +4% physical Critical mult.: +25.00% Mental save: +15 (+4 eff.) Mana each turn: +0.60 Maximum life: +110.00 Maximum mana: +60.00 Maximum stamina: +20.00 Spell crit. chance: +6% A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Mag / +10 Cun / +10 Con Changes resistances: +12% lightning / +27% temporal / +14% darkness Changes resistances penetration: +10% lightning / +10% acid Changes damage: +41% darkness / +4% temporal Talent granted: +1 Command Staff Critical mult.: +38.00% N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Maximum vim: +46.00 Maximum neg.energy: +50.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +20% Defense after a teleport: +24 Resist all after a teleport: +25% New effects duration reduction after a teleport: +24% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +15 Physical power: +20 (+4 eff.) Armour: +3 Defense: +15 (+5 eff.) Damage (Melee): 10 acid / 9 lightning / 10 cold / 19 arcane / 10 fire Changes stats: +6 Str / +9 Dex / +15 Mag / +15 Wil / +6 Cun / +1 Con Changes resistances: +10% arcane Changes damage: +9% arcane Mental save: +3 (+1 eff.) Disease immunity: +20% Silence immunity: +24% Stun/Freeze immunity: +24% Spellpower: +16 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% 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. |
Main armor | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +2 Dex / +5 Cun / +6 Con Changes resistances: +28% temporal / +37% darkness / +15% all Changes resistances penetration: +20% darkness / +18% physical Changes damage: +28% temporal / +55% darkness / +9% blight / +30% physical / +20% all Spellpower on spell critical (stacks up to 3 times): +6 Maximum hate: +14.00 Spellpower: +20 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +45 (+13 eff.) Armour penetration: +15 Armour: +12 Defense: +18 (+6 eff.) Damage when hit (Melee): 2 acid Changes stats: +3 Str / +4 Dex / +4 Cun Changes resistances: +25% darkness Changes resistances penetration: +20% darkness / +10% physical Changes damage: +25% darkness Critical mult.: +27.00% Stealth bonus: +30 Physical save: +24 (+7 eff.) Spell save: +21 (+5 eff.) Mental save: +20 (+5 eff.) Maximum stamina: +30.00 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +1 Wil / +12 Mag Changes damage: +10% physical Talent mastery: +0.40 Celestial / Sunlight Critical mult.: +35.00% Mental save: +3 (+1 eff.) Mana each turn: +1.11 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +95.00 Maximum vim: +20.00 Spellpower: +15 (+3 eff.) Combat speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
Inventory
![]() regeneration infusion (heal 96; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 96 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 395.81 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome 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 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. |
![]() truestriking voratun mace of phasing (44-62 power, 28 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +18% When wielded/worn: Accuracy: +18 (+6 eff.) Armour penetration: +8 Changes resistances penetration: +15% physical Blunt and deadly. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+3 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() miner's pair of voratun boots of tirelessness (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Fatigue: +4% Stamina each turn: +0.90 Maximum stamina: +40.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() miner's pair of voratun boots of tirelessness (0 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Fatigue: +4% Stamina each turn: +1.30 Maximum stamina: +29.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() clarifying elven-silk wizard hat of frost (+27%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Cun Changes resistances: +27% cold Changes damage: +18% cold Mental save: +7 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() Cuirass of the Dark Lord (0 def, 34 armour) Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +34 Fatigue: +24% Damage when hit (Melee): 37 physical Changes stats: +12 Str / +12 Con Changes resistances: +22% physical Physical save: +17 (+5 eff.) Life regen: +4.00 Blood Charges: 1 It can be used to drain blood from all creatures within range 5, causing them to bleed for 252.72 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() fortifying voratun plate armour of resilience (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +2 Str / +2 Con Maximum life: +141.00 A suit of armour made of metal plates. |
![]() Shieldsmaiden (5 def, 20 armour, 150 block) Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.5 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 6, doing 45.39 cold damage and 68.09 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 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. |
![]() survivor's dwarven lantern of focus Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes damage: +10% mind Physical save: +15 (+5 eff.) Light radius: +5 Healing mod.: +21% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 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. |
![]() 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. |
![]() quick voratun torque of psionic shield [power 109] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 109 for 5 turns Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
By Otherrim the Thalore Anorithil level 32
6th Allure 123rd year of Ascendancy at 21:32 see stats
By Otherrim the Thalore Anorithil level 27
71st Haze 122nd year of Ascendancy at 10:46 see stats
By Otherrim the Thalore Anorithil level 32
11st Regrowth 123rd year of Ascendancy at 05:25 see stats
By Otherrim the Thalore Anorithil level 36
52nd Regrowth 123rd year of Ascendancy at 01:02 see stats
By Otherrim the Thalore Anorithil level 38
72nd Regrowth 123rd year of Ascendancy at 22:08 see stats
By Otherrim the Thalore Anorithil level 42
23rd Pyre 123rd year of Ascendancy at 20:14 see stats
By Otherrim the Thalore Anorithil level 18
61st Dusk 122nd year of Ascendancy at 00:54 see stats
By Otherrim the Thalore Anorithil level 8
7th Dusk 122nd year of Ascendancy at 13:54 see stats
By Otherrim the Thalore Anorithil level 36
62nd Regrowth 123rd year of Ascendancy at 21:52 see stats
By Otherrim the Thalore Anorithil level 34
46th Regrowth 123rd year of Ascendancy at 02:38 see stats
By Otherrim the Thalore Anorithil level 40
10th Pyre 123rd year of Ascendancy at 12:36 see stats
By Otherrim the Thalore Anorithil level 22
46th Haze 122nd year of Ascendancy at 03:41 see stats
By Otherrim the Thalore Anorithil level 19
66th Dusk 122nd year of Ascendancy at 16:12 see stats
By Otherrim the Thalore Anorithil level 32
4th Regrowth 123rd year of Ascendancy at 13:38 see stats
By Otherrim the Thalore Anorithil level 25
64th Haze 122nd year of Ascendancy at 17:06 see stats
By Otherrim the Thalore Anorithil level 50
5th Mirth 123rd year of Ascendancy at 18:03 see stats
By Otherrim the Thalore Anorithil level 27
71st Haze 122nd year of Ascendancy at 11:11 see stats
By Otherrim the Thalore Anorithil level 40
73rd Regrowth 123rd year of Ascendancy at 01:15 see stats
By Otherrim the Thalore Anorithil level 43
32nd Pyre 123rd year of Ascendancy at 18:26 see stats
By Otherrim the Thalore Anorithil level 10
16th Dusk 122nd year of Ascendancy at 08:04 see stats
By Otherrim the Thalore Anorithil level 20
67th Dusk 122nd year of Ascendancy at 14:02 see stats
By Otherrim the Thalore Anorithil level 30
10th Decay 122nd year of Ascendancy at 23:22 see stats
By Otherrim the Thalore Anorithil level 40
73rd Regrowth 123rd year of Ascendancy at 01:08 see stats
By Otherrim the Thalore Anorithil level 50
4th Mirth 123rd year of Ascendancy at 09:31 see stats
By Otherrim the Thalore Anorithil level 4
10th Mirth 122nd year of Ascendancy at 19:31 see stats
By Otherrim the Thalore Anorithil level 49
4th Mirth 123rd year of Ascendancy at 09:31 see stats
By Otherrim the Thalore Anorithil level 43
32nd Pyre 123rd year of Ascendancy at 21:38 see stats
By Otherrim the Thalore Anorithil level 21
29th Haze 122nd year of Ascendancy at 01:33 see stats
By Otherrim the Thalore Anorithil level 27
70th Haze 122nd year of Ascendancy at 05:40 see stats
By Otherrim the Thalore Anorithil level 50
10th Mirth 123rd year of Ascendancy at 14:05 see stats
By Otherrim the Thalore Anorithil level 21
44th Haze 122nd year of Ascendancy at 20:10 see stats
By Otherrim the Thalore Anorithil level 35
46th Regrowth 123rd year of Ascendancy at 14:40 see stats
By Otherrim the Thalore Anorithil level 17
59th Dusk 122nd year of Ascendancy at 23:24 see stats
By Otherrim the Thalore Anorithil level 35
46th Regrowth 123rd year of Ascendancy at 04:36 see stats
By Otherrim the Thalore Anorithil level 50
10th Mirth 123rd year of Ascendancy at 14:03 see stats
By Otherrim the Thalore Anorithil level 9
13rd Dusk 122nd year of Ascendancy at 00:40 see stats
By Otherrim the Thalore Anorithil level 27
71st Haze 122nd year of Ascendancy at 10:46 see stats
By Otherrim the Thalore Anorithil level 25
64th Haze 122nd year of Ascendancy at 05:26 see stats
By Otherrim the Thalore Anorithil level 40
11st Pyre 123rd year of Ascendancy at 00:42 see stats
By Otherrim the Thalore Anorithil level 14
29th Dusk 122nd year of Ascendancy at 17:13 see stats
By Otherrim the Thalore Anorithil level 40
10th Pyre 123rd year of Ascendancy at 04:51 see stats
By Otherrim the Thalore Anorithil level 27
69th Haze 122nd year of Ascendancy at 22:41 see stats
By Otherrim the Thalore Anorithil level 18
61st Dusk 122nd year of Ascendancy at 03:17 see stats
By Otherrim the Thalore Anorithil level 31
4th Allure 123rd year of Ascendancy at 07:39 see stats
By Otherrim the Thalore Anorithil level 31
3rd Allure 123rd year of Ascendancy at 01:24 see stats
Log
Otherrim casts Searing Light.
Otherrim casts Twilight.
Elandar casts Illuminate.
Otherrim loses sight!
Something hits Otherrim for 56 light damage.
The spell fizzles!
Otherrim casts Barrier.
Otherrim's spell attains critical power!
A shield forms around Otherrim.
Something hits Otherrim for (134 absorbed), 0 arcane (0 total damage).
Otherrim recovers sight.
Otherrim feels pain again.
Talent Moonlight Ray is ready to use.
Otherrim casts Moonlight Ray.
Otherrim's spell attains critical power!
Otherrim's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Otherrim hits Elandar for 4767 darkness damage.
Otherrim killed Elandar!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Selfless!
Saving game...
Otherrim vanishes from sight.
Saving done.