Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 50 / 2629% |
Size | small |
Lifes / Deaths | Killed by Betarin the giant blue ant at level 5 on the 8th Mirth 122nd year of Ascendancy at 21:27 0 / 9Killed by luminous horror at level 18 on the 42nd Dusk 122nd year of Ascendancy at 03:49 Killed by luminous horror at level 18 on the 42nd Dusk 122nd year of Ascendancy at 08:11 Killed by Glulaith the poison ooze at level 50 on the 68th Regrowth 124th year of Ascendancy at 16:23 Killed by Eilinytira the crimson ooze at level 50 on the 68th Regrowth 124th year of Ascendancy at 19:10 Killed by Atamathon the Giant Golem at level 50 on the 4th Pyre 124th year of Ascendancy at 13:14 Killed by Isetira the storm drake hatchling at level 50 on the 17th Pyre 124th year of Ascendancy at 20:59 Killed by Mayyba the bone giant at level 50 on the 31st Pyre 124th year of Ascendancy at 12:30 Killed by Umguere's Inner Demon at level 50 on the 48th Pyre 124th year of Ascendancy at 04:22 |
Primary Stats
Strength | 66 (base 13) |
Dexterity | 116.52 (base 60) |
Constitution | 128.52 (base 42) |
Magic | 27 (base 8) |
Willpower | 68 (base 54) |
Cunning | 139.52 (base 60) |
Resources
Life | -987/1791 |
Mana | 481/564 |
Stamina | 165/423 |
Healing Factor | 1.1 |
Regeneration | 33.392608888245 |
Speed
Mental | +15% |
Attack | +15% |
Movement | -52.347168452327% |
Spell | +15% |
Global | +120% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
Offense: Mainhand
Damage | 239 |
Accuracy | 88 |
Crit Chance | 68% |
APR | 14 |
Speed | 0.61 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 42 |
Crit Chance | 58% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 58% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
All | +39% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 20.579949458271 (61%) |
Defense | 45 |
Ranged Defense | 49 |
Fatigue | 33 |
Physical Save | 64 |
Spell Save | 48 |
Mental Save | 62 |
Defense: Resistances
All | + 52%( 73%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 25% |
Pinning Resistance | 30% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 5% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 636 damage for 3 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 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 17 for 12 turns. While Heroism is active, you will only die when reaching -963 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 796 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Acrobatics | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Counter Shot |
talent | Trained Reactions |
talent | Chant of Fortitude |
talent | Premonition |
talent | Battle Trance |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 22. Militant Mind |
beneficial effect | The target's reactions have quickened, giving +20% global speed. Superb Agility |
beneficial effect | Increases your three highest stats by 17 and keeps you from dying even if your life drops to -963. Heroism |
beneficial effect | The target stands strong, increasing all resistances by 14.8% and resistance caps by 3.1%. Eternal Warrior |
beneficial effect | Reduces darkness damage received by 16%. Premonition Shield |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target has been dominated. It is unable to move and has lost 40 armor and 58 defense. Attacks from Nightmare horror gain 68% damage penetration. Dominated |
detrimental effect | Huge cut that bleeds, doing 3.17 physical damage per turn. Bleeding |
detrimental effect | Movement speed is reduced by 52%. Slow movement |
detrimental effect | The target is plagued by inner demons and each turn there's a 49% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
detrimental effect | The target is lost in a nightmare that deals 192.93 mind damage each turn and has a 66% chance to cause a random detrimental effect. Waking Nightmare |
beneficial effect | The target is in a defensive roll, ignoring 31% of all incoming damage. Defensive Roll |
beneficial effect | The target has 50% chance to evade melee attacks and gains 18 defense. Evasion |
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. | failed |
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 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 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You failed to protect the lost warrior from death by ghast. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1262. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of 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 within | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | Salulratha (10/24, 181% power, 6 apr) Salulratha (10/24, 181% power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 181% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 24 On weapon hit: * 40% chance to disease Damage (Ranged): +24 blight / +4 arcane Shots are used with slings to pummel your foes to death. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 69 power out of 150/150) : Effective talent level: 4.0 Power cost: 69 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 29.26 cold damage and 40.84 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 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 | Badig the voratun helm (24 def, 5 armour) Badig the voratun helm (24 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +29 (+6 eff.) Armour penetration: +8 Physical power: +6 (+1 eff.) Armour: +5 Defense: +24 (+8 eff.) Fatigue: +5% Effects when hit in melee: * 37% chance to gain 10% of a turn Changes stats: +5 Str / +15 Dex / +22 Cun Maximum stamina: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Yvelaith the Skybreeze (0 def, 18 armour) Yvelaith the Skybreeze (0 def, 18 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +11% Damage (Melee): 12 mind / 10 temporal Damage (Ranged): 15 temporal Changes stats: +13 Con Changes resistances: +3% acid / +13% temporal / +3% darkness / +12% cold / +8% mind / +12% physical Changes damage: +6% lightning / +9% temporal / +7% mind Blindness immunity: +5% Confusion immunity: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | fire opal ring fire opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings can have magical properties. |
On fingers | sneakthief's voratun ring of misery sneakthief's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 19 bleed Changes stats: +20 Cun / +10 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes damage: +20% all Reduces incoming crit damage: 23.00% Spell crit. chance: +10% Mental crit. chance: +10% Amulets can have magical properties. |
In main hand | Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 22 power out of 25/25) : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 312.46 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | cosmic voratun shield of patience (12 def, 3 armour, 100% power, 194 block) cosmic voratun shield of patience (12 def, 3 armour, 100% power, 194 block)Requires: - Cunning 48 - Talent Buckler Expertise (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 181% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +194 Damage (Melee): +20 temporal Burst (radius 2) on crit: +40 light / +28 darkness When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 20 temporal Changes resistances: +20% temporal / +15% light / +14% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (362) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | marshal's cashmere cloak of the hunter (2 def, 0 armour) marshal's cashmere cloak of the hunter (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +1 Str / +2 Con Physical save: +8 (+2 eff.) Maximum life: +120.00 Maximum stamina: +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | volcanic reinforced leather armour of alacrity (4 def, 15 armour) volcanic reinforced leather armour of alacrity (4 def, 15 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +15 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 8 fire Changes resistances: +12% physical / +18% fire Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
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 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% 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. Power: 172% Range: 1.2x 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 Wil / +10 Mag 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 (+16 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 172 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." |
This item will automatically be transmogrified when you leave the level. silk robe 'Skyorder' (3 def, 0 armour)silk robe 'Skyorder' (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Defense: +3 (+1 eff.) Damage when hit (Melee): 16 lightning Changes stats: +2 Con Changes resistances: +16% blight / +3% light / +6% lightning Changes damage: +12% lightning Reduces incoming crit damage: 20.00% Maximum encumbrance: +20 Life regen: +5.10 Stamina each turn: +0.40 Maximum life: +95.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 86 power out of 100/100. The very essence of bearness! |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 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. |
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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 86 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Dull red runes are etched all over this blackened skull. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 174 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. |
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. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Umguere the Halfling Skirmisher level 24
78th Haze 122nd year of Ascendancy at 19:40 see stats
By Umguere the Halfling Skirmisher level 18
43rd Dusk 122nd year of Ascendancy at 08:18 see stats
By Umguere the Halfling Skirmisher level 50
34th Regrowth 124th year of Ascendancy at 19:45 see stats
By Umguere the Halfling Skirmisher level 24
66th Haze 122nd year of Ascendancy at 18:59 see stats
By Umguere the Halfling Skirmisher level 40
28th Haze 123rd year of Ascendancy at 04:07 see stats
By Umguere the Halfling Skirmisher level 50
43rd Regrowth 124th year of Ascendancy at 08:26 see stats
By Umguere the Halfling Skirmisher level 38
56th Dusk 123rd year of Ascendancy at 07:57 see stats
By Umguere the Halfling Skirmisher level 30
80th Regrowth 123rd year of Ascendancy at 10:43 see stats
By Umguere the Halfling Skirmisher level 25
7th Decay 122nd year of Ascendancy at 06:33 see stats
By Umguere the Halfling Skirmisher level 24
72nd Haze 122nd year of Ascendancy at 18:50 see stats
By Umguere the Halfling Skirmisher level 39
9th Haze 123rd year of Ascendancy at 03:18 see stats
By Umguere the Halfling Skirmisher level 29
65th Regrowth 123rd year of Ascendancy at 04:41 see stats
By Umguere the Halfling Skirmisher level 39
65th Dusk 123rd year of Ascendancy at 00:29 see stats
By Umguere the Halfling Skirmisher level 50
48th Regrowth 124th year of Ascendancy at 20:37 see stats
By Umguere the Halfling Skirmisher level 31
69th Pyre 123rd year of Ascendancy at 02:39 see stats
By Umguere the Halfling Skirmisher level 26
1st Wintertide 123rd year of Ascendancy at 16:16 see stats
By Umguere the Halfling Skirmisher level 50
40th Pyre 124th year of Ascendancy at 23:52 see stats
By Umguere the Halfling Skirmisher level 50
24th Regrowth 124th year of Ascendancy at 09:13 see stats
By Umguere the Halfling Skirmisher level 50
35th Regrowth 124th year of Ascendancy at 15:51 see stats
By Umguere the Halfling Skirmisher level 16
28th Dusk 122nd year of Ascendancy at 22:38 see stats
By Umguere the Halfling Skirmisher level 50
48th Regrowth 124th year of Ascendancy at 20:37 see stats
By Umguere the Halfling Skirmisher level 25
5th Decay 122nd year of Ascendancy at 13:40 see stats
By Umguere the Halfling Skirmisher level 46
18th Regrowth 124th year of Ascendancy at 01:53 see stats
By Umguere the Halfling Skirmisher level 30
68th Pyre 123rd year of Ascendancy at 19:56 see stats
By Umguere the Halfling Skirmisher level 45
1st Decay 123rd year of Ascendancy at 06:50 see stats
By Umguere the Halfling Skirmisher level 18
43rd Dusk 122nd year of Ascendancy at 07:40 see stats
By Umguere the Halfling Skirmisher level 50
43rd Regrowth 124th year of Ascendancy at 10:54 see stats
By Umguere the Halfling Skirmisher level 50
31st Pyre 124th year of Ascendancy at 09:04 see stats
By Umguere the Halfling Skirmisher level 50
19th Pyre 124th year of Ascendancy at 00:00 see stats
By Umguere the Halfling Skirmisher level 50
24th Pyre 124th year of Ascendancy at 12:26 see stats
By Umguere the Halfling Skirmisher level 10
10th Flare 122nd year of Ascendancy at 12:38 see stats
By Umguere the Halfling Skirmisher level 20
73rd Dusk 122nd year of Ascendancy at 03:53 see stats
By Umguere the Halfling Skirmisher level 30
77th Regrowth 123rd year of Ascendancy at 16:27 see stats
By Umguere the Halfling Skirmisher level 40
11st Haze 123rd year of Ascendancy at 01:53 see stats
By Umguere the Halfling Skirmisher level 50
24th Regrowth 124th year of Ascendancy at 08:10 see stats
By Umguere the Halfling Skirmisher level 50
62nd Regrowth 124th year of Ascendancy at 21:26 see stats
By Umguere the Halfling Skirmisher level 37
42nd Dusk 123rd year of Ascendancy at 02:16 see stats
By Umguere the Halfling Skirmisher level 44
65th Haze 123rd year of Ascendancy at 09:18 see stats
By Umguere the Halfling Skirmisher level 50
61st Regrowth 124th year of Ascendancy at 16:50 see stats
By Umguere the Halfling Skirmisher level 44
70th Haze 123rd year of Ascendancy at 19:54 see stats
By Umguere the Halfling Skirmisher level 20
73rd Dusk 122nd year of Ascendancy at 05:37 see stats
By Umguere the Halfling Skirmisher level 33
1st Summertide 123rd year of Ascendancy at 18:45 see stats
By Umguere the Halfling Skirmisher level 20
41st Haze 122nd year of Ascendancy at 13:32 see stats
By Umguere the Halfling Skirmisher level 29
77th Regrowth 123rd year of Ascendancy at 08:39 see stats
By Umguere the Halfling Skirmisher level 50
61st Regrowth 124th year of Ascendancy at 14:16 see stats
By Umguere the Halfling Skirmisher level 50
60th Regrowth 124th year of Ascendancy at 05:20 see stats
By Umguere the Halfling Skirmisher level 50
24th Regrowth 124th year of Ascendancy at 09:12 see stats
By Umguere the Halfling Skirmisher level 18
43rd Dusk 122nd year of Ascendancy at 08:18 see stats
By Umguere the Halfling Skirmisher level 50
17th Pyre 124th year of Ascendancy at 22:46 see stats
By Umguere the Halfling Skirmisher level 10
4th Dusk 122nd year of Ascendancy at 20:10 see stats
By Umguere the Halfling Skirmisher level 18
43rd Dusk 122nd year of Ascendancy at 08:18 see stats
By Umguere the Halfling Skirmisher level 50
24th Regrowth 124th year of Ascendancy at 09:13 see stats
By Umguere the Halfling Skirmisher level 45
17th Regrowth 124th year of Ascendancy at 17:24 see stats
By Umguere the Halfling Skirmisher level 33
9th Mirth 123rd year of Ascendancy at 02:18 see stats
By Umguere the Halfling Skirmisher level 37
53rd Dusk 123rd year of Ascendancy at 09:43 see stats
By Umguere the Halfling Skirmisher level 22
62nd Haze 122nd year of Ascendancy at 00:22 see stats
By Umguere the Halfling Skirmisher level 50
31st Pyre 124th year of Ascendancy at 12:30 see stats
By Umguere the Halfling Skirmisher level 23
66th Haze 122nd year of Ascendancy at 13:04 see stats
Log
Umguere's Inner Demon is freed from the demons.
Umguere's Inner Demon is free from the nightmare.
Umguere's Inner Demon is no longer dominated.
Umguere's Inner Demon manifests!
Umguere succumbs to the nightmare!
Umguere is moving less freely.
Umguere feels pain again.
Talent Block is ready to use.
Bleeding from Umguere's Inner Demon hits Umguere for 1 physical damage.
Waking Nightmare from Nightmare horror hits Umguere for 102 darkness damage.
Umguere uses Swift Shot.
Umguere's Inner Demon deflects the projectile from Umguere to the south!
Umguere's Inner Demon feels pain again.
Umguere's Inner Demon is moving less freely.
Umguere's Inner Demon uses Vital Shot.
Umguere's Inner Demon feels pain again.
Umguere's Inner Demon is moving less freely.
Umguere's Inner Demon uses Indomitable.
Umguere's Inner Demon is moving freely.
Bleeding from Umguere hits Umguere's Inner Demon for 4 physical damage.
Umguere's Inner Demon receives 40 healing.
Umguere's Inner Demon receives 39 healing.
Umguere's Inner Demon rolls to avoid some damage!
Umguere's Inner Demon has sped up!
Umguere's Inner Demon starts to bleed.
Umguere's Inner Demon's Vital Shot performs a ranged critical strike against Umguere!
Umguere shrugs off the critical damage!
Umguere rolls to avoid some damage!
Saving game...