










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 50 / 2370% |
Size | big |
Lifes / Deaths | Killed by death of ToME at level 50 on the 1st Stralite 124th year of Ascendancy at 19:53 / 1 |
Primary Stats
Strength | 175 (base 60) |
Dexterity | 69 (base 13) |
Constitution | 44 (base 12) |
Magic | 93 (base 30) |
Willpower | 92 (base 66) |
Cunning | 104 (base 60) |
Resources
Psi | 162/162 |
Mana | 657/660 |
Equilibrium | 15 |
Vim | 278/314 |
Life | 1522/1522 |
Positive | 135/177 |
Stamina | 404/404 |
Paradox | 300 |
Healing Factor | 1.8383177570093 |
Regeneration | 6.5260280373829 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +145% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Stealth | 12 |
See Invisible | 30 |
Offense: Mainhand
Damage | 151 |
Accuracy | 65 |
Crit Chance | 79% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 80 |
Crit Chance | 93% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Blight | +16% |
Arcane | +17% |
Cold | +15% |
All | +7% |
Darkness | +21% |
Light | +15% |
Temporal | +15% |
Physical | +95% |
Fire | +24% |
Lightning | +14% |
Offense: Damage Penetration
Darkness | +20% |
Physical | +62% |
Lightning | +10% |
Arcane | +21% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 133.2 (87.462686567164%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 57 |
Mental Save | 72 |
Defense: Resistances
Cold | + 53%( 80%) |
Acid | + 34%( 80%) |
Light | + 29%( 80%) |
Darkness | + 65%( 80%) |
Blight | + 38%( 80%) |
Physical | + 34%( 80%) |
Fire | + 42%( 80%) |
All | + 22%( 80%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 639 damage for 6 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 617.52 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 215.51 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 63 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. |
Class Talents
Spell / Necrosis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Celestial / Light | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Blurred Mortality |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Augmentation |
talent | Reality Smearing |
talent | Shards |
talent | Essence of Speed |
talent | Hardened Core |
talent | Skate |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 | completed |
You abandoned injured seer to death. Escort: injured seer (level 3 of Dreadfell) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Eilinobeth the giant blue ant. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)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 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by grave wight. Escort: temporal explorer (level 4 of Dreadfell) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 6 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 999. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within3 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 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: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 29 fire Changes stats: +8 Mag / +5 Cun / +10 Con Changes resistances penetration: +10% arcane Changes damage: +9% blight / +30% physical Talent granted: +1 Command Staff Critical mult.: +96.00% Vim when firing critical spell: +7.00 Maximum mana: +20.00 Maximum vim: +36.00 Maximum neg.energy: +41.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +7% See invisible: +10 Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +10 (+2 eff.) Light radius: +8 See stealth: +12 See invisible: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +10 (+3 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway, costing 30 power out of 30/30. How do these even work? |
On feet | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Str / +4 Mag Changes resistances: +15% darkness Changes resistances penetration: +10% lightning / +17% physical / +20% darkness Changes damage: +6% darkness Maximum mana: +58.00 Spell crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Fatigue: -2% Changes stats: +12 Mag / +7 Wil / +7 Cun / +2 Con Changes resistances: +16% physical Changes resistances penetration: +20% physical Changes damage: +16% physical Physical save: +6 (+2 eff.) Spellpower: +16 (+3 eff.) Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances: +6% blight Changes resistances penetration: +20% mind Changes damage: +6% acid / +8% temporal / +8% light / +7% lightning / +17% fire / +8% cold / +7% physical / +8% darkness Mental save: +3 (+0 eff.) Cut immunity: +75% Teleport immunity: +10% Spellpower: +10 (+2 eff.) Spell crit. chance: +11% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 345 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical bleed Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 Multiple attacks procs power reduction: -67% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 15% chance to corrode armour by 30% Changes stats: +4 Wil / +5 Mag Changes resistances: +9% light Changes resistances penetration: +15% physical Changes damage: +25% physical Life regen: +3.30 Spell crit. chance: +5% Healing mod.: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +8 (+1 eff.) Armour: +4 Defense: +2 (+0 eff.) Changes stats: +5 Dex / +8 Con Changes resistances penetration: +11% arcane / +10% physical Changes damage: +10% arcane Critical mult.: +21.00% Maximum life: +40.00 Maximum mana: +58.00 Maximum stamina: +10.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+5 eff.) Spell save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +16 Fatigue: -4% Damage when hit (Melee): 4 temporal Changes stats: +2 Cun Changes resistances: +9% nature / +6% temporal Changes damage: +14% blight / +15% fire Critical mult.: +30.00% Cut immunity: +70% Spellpower: +15 (+3 eff.) See invisible: +3 Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 295 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.5 - 77.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +280 On weapon hit: * deal bonus physical damage equal to your armor Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 temporal When wielded/worn: Physical power: +6 (+1 eff.) Armour: +25 Armour Hardiness: +10% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 18 temporal Changes resistances: +12% physical / +18% temporal Changes resistances penetration: +10% lightning Talent granted: +5 Block Spell save: +9 (+3 eff.) Silence immunity: +30% Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 (441) is absorbed, or the time runs out (8 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 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +6.0% Block value: +300 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour penetration: +2 Armour: +32 Armour Hardiness: +8% Defense: +21 (+7 eff.) Ranged Defense: +21 (+7 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to cause random gloom Effects when hit in melee: * 34% chance to cause random gloom Changes stats: +1 Str / +1 Con Changes resistances: +18% physical Changes resistances penetration: +10% physical Talent granted: +5 Block Handheld deflection devices. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 309/400. 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), 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself 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.
You may continue playing and enjoy the rest of the world.
Achievements
By death of ToME the Drem Adventurer level 35
29th Iron 123rd year of Ascendancy at 14:02 see stats
By death of ToME the Drem Adventurer level 50
20th Dearth 123rd year of Ascendancy at 22:38 see stats
By death of ToME the Drem Adventurer level 35
27th Iron 123rd year of Ascendancy at 18:00 see stats
By death of ToME the Drem Adventurer level 50
22nd Dearth 123rd year of Ascendancy at 10:10 see stats
By death of ToME the Drem Adventurer level 49
11st Dearth 123rd year of Ascendancy at 00:13 see stats
By death of ToME the Drem Adventurer level 39
15th Steel 123rd year of Ascendancy at 06:10 see stats
By death of ToME the Drem Adventurer level 36
3rd Steel 123rd year of Ascendancy at 18:05 see stats
By death of ToME the Drem Adventurer level 8
16th Profit 122nd year of Ascendancy at 20:30 see stats
By death of ToME the Drem Adventurer level 50
18th Shortage 123rd year of Ascendancy at 07:03 see stats
By death of ToME the Drem Adventurer level 37
9th Steel 123rd year of Ascendancy at 22:29 see stats
By death of ToME the Drem Adventurer level 46
13rd Voratun 123rd year of Ascendancy at 12:45 see stats
By death of ToME the Drem Adventurer level 33
19th Iron 123rd year of Ascendancy at 10:10 see stats
By death of ToME the Drem Adventurer level 21
2nd Loss 122nd year of Ascendancy at 06:28 see stats
By death of ToME the Drem Adventurer level 30
1st Iron 123rd year of Ascendancy at 21:35 see stats
By death of ToME the Drem Adventurer level 50
4th Iron 124th year of Ascendancy at 00:23 see stats
By death of ToME the Drem Adventurer level 50
19th Shortage 123rd year of Ascendancy at 04:14 see stats
By death of ToME the Drem Adventurer level 47
8th Wealth 123rd year of Ascendancy at 22:35 see stats
By death of ToME the Drem Adventurer level 50
22nd Dearth 123rd year of Ascendancy at 20:19 see stats
By death of ToME the Drem Adventurer level 10
26th Profit 122nd year of Ascendancy at 12:26 see stats
By death of ToME the Drem Adventurer level 20
31st Dearth 122nd year of Ascendancy at 14:20 see stats
By death of ToME the Drem Adventurer level 30
22nd Shortage 122nd year of Ascendancy at 12:36 see stats
By death of ToME the Drem Adventurer level 40
20th Steel 123rd year of Ascendancy at 22:49 see stats
By death of ToME the Drem Adventurer level 50
19th Dearth 123rd year of Ascendancy at 03:54 see stats
By death of ToME the Drem Adventurer level 50
1st Stralite 124th year of Ascendancy at 19:53 see stats
By death of ToME the Drem Adventurer level 47
11st Profit 123rd year of Ascendancy at 13:46 see stats
By death of ToME the Drem Adventurer level 50
1st Iron 124th year of Ascendancy at 22:38 see stats
By death of ToME the Drem Adventurer level 16
4th Dearth 122nd year of Ascendancy at 12:57 see stats
By death of ToME the Drem Adventurer level 47
11st Profit 123rd year of Ascendancy at 13:50 see stats
By death of ToME the Drem Adventurer level 36
4th Steel 123rd year of Ascendancy at 23:22 see stats
By death of ToME the Drem Adventurer level 31
13rd Iron 123rd year of Ascendancy at 19:09 see stats
By death of ToME the Drem Adventurer level 16
3rd Dearth 122nd year of Ascendancy at 23:05 see stats
By death of ToME the Drem Adventurer level 38
10th Steel 123rd year of Ascendancy at 05:44 see stats
By death of ToME the Lich Adventurer level 50
1st Stralite 124th year of Ascendancy at 23:51 see stats
By death of ToME the Drem Adventurer level 8
23rd Profit 122nd year of Ascendancy at 01:29 see stats
By death of ToME the Lich Adventurer level 50
1st Stralite 124th year of Ascendancy at 23:51 see stats
By death of ToME the Drem Adventurer level 50
1st Iron 124th year of Ascendancy at 13:44 see stats
By death of ToME the Drem Adventurer level 47
6th Dearth 123rd year of Ascendancy at 12:13 see stats
By death of ToME the Drem Adventurer level 7
5th Profit 122nd year of Ascendancy at 20:42 see stats
By death of ToME the Drem Adventurer level 40
6th Gold 123rd year of Ascendancy at 15:52 see stats
By death of ToME the Drem Adventurer level 17
15th Dearth 122nd year of Ascendancy at 10:53 see stats
By death of ToME the Drem Adventurer level 22
7th Loss 122nd year of Ascendancy at 06:12 see stats
By death of ToME the Drem Adventurer level 16
15th Wealth 122nd year of Ascendancy at 22:30 see stats
By death of ToME the Drem Adventurer level 34
27th Iron 123rd year of Ascendancy at 02:21 see stats
Log
There is a Last Hope (Town) here (press '' or right click to use).
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving game...
Ran for 1 turns (stop reason: didn't move).
There is an open mausoleum here (press '' or right click to use).
Ran for 18 turns (stop reason: interesting terrain).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Talent Eldritch Infusion is ready to use.
Saving done.
Ran for 8 turns (stop reason: interesting terrain).
Death of ToME deactivates Reality Smearing.
Death of ToME deactivates Arcane Combat.
Death of ToME deactivates Skate.
Death of ToME deactivates Chant of Fortitude.
Death of ToME deactivates Blurred Mortality.
Death of ToME deactivates Arcane Feed.
Death of ToME deactivates Augmentation.
Death of ToME deactivates Hardened Core.
Death of ToME deactivates Shards.
Death of ToME deactivates Essence of Speed.