Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Brawler |
Level / Exp | 50 / 1671% |
Size | big |
Lifes / Deaths | Killed by Headless Horseman at level 19 on the 16th Shortage 122nd year of Ascendancy at 02:20 2 / 5Killed by Layoyarevea the lich at level 29 on the 19th Gold 123rd year of Ascendancy at 01:59 Killed by Ivuma the orc master wyrmic at level 36 on the 1st Voratun 123rd year of Ascendancy at 21:52 Killed by worm that walks at level 36 on the 2nd Voratun 123rd year of Ascendancy at 14:31 Killed by Atamathon the Giant Golem at level 50 on the 25th Loss 123rd year of Ascendancy at 01:46 |
Primary Stats
Strength | 128 (base 58) |
Dexterity | 113 (base 60) |
Constitution | 96 (base 32) |
Magic | 31 (base 16) |
Willpower | 50 (base 13) |
Cunning | 127 (base 66) |
Resources
Life | 1728/1728 |
Stamina | 317/317 |
Equilibrium | 20 |
Healing Factor | 1.66 |
Regeneration | 18.247174806815 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 8 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Barehand
Damage | 182 |
Accuracy | 98 |
Crit Chance | 82% |
APR | 48 |
Speed | 0.83 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
All | +18% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 43 (55.227272727273%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 2.5150414937759 |
Physical Save | 55 |
Spell Save | 43 |
Mental Save | 67 |
Defense: Resistances
All | + 37%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Bleed Resistance | 20% |
Confusion Resistance | 57% |
Teleport Resistance | 10% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 706 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 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 22 for 13 turns. While Heroism is active, you will only die when reaching -969 life. 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 Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Grappling | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Precise Strikes |
talent | Striking Stance |
beneficial effect | Countering melee attacks: Has a 60% chance to get an automatic counter attack when avoiding a melee attack. (2.5 counters remaining) Counter Attacking |
beneficial effect | Has a 48% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (2.5 throws remaining) Grappling Defensively |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Hallowed Ghost. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Hack'n'Back (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Bomid. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 fire 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 455. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of serendipity 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 stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Xissra (0 def, 4 armour) Xissra (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Str / +5 Con Changes damage: +3% blight / +7% physical Cut immunity: +10% Stun/Freeze immunity: +15% Teleport immunity: +10% Size category: +1 Activating this item is instant. It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 133% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
On head | Xedawyn (8 def, 14 armour) Xedawyn (8 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +14 Defense: +8 (+3 eff.) Fatigue: +5% Changes stats: +15 Str / +9 Dex / +7 Wil Changes resistances: +11% physical / +25% mind / +7% all Changes resistances penetration: +10% mind Changes damage: +6% mind Critical mult.: +15.00% Physical save: +26 (+8 eff.) Mental save: +30 (+7 eff.) Confusion immunity: +47% Mana each turn: +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | elven-wood wand of clairvoyance 'Cloudmark' [power 14] (6 cooldown) elven-wood wand of clairvoyance 'Cloudmark' [power 14] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 20 blight / 4 lightning Changes resistances: +3% blight Maximum vim: +13.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 14), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +11 Defense: +11 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 15% chance to blind Damage when hit (Melee): 4 lightning / 4 light Changes stats: +5 Dex Changes resistances penetration: +10% lightning / +10% light Life regen: +1.10 Maximum life: +64.00 Light radius: +2 Healing mod.: +16% Can be unequipped or rerolled. Activating this item is instant. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Armyregoleg the Smolderdream Armyregoleg the SmolderdreamCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 14 bleed Damage when hit (Melee): 12 acid Changes stats: +5 Dex / +6 Wil / +18 Cun Changes resistances: +12% acid / +6% fire Changes resistances penetration: +5% fire Changes damage: +15% fire Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Mindpower: +10 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. 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 power: +12 (+2 eff.) Armour: +5 Damage when hit (Melee): 34 darkness Changes stats: +8 Cun / +8 Dex Changes resistances: +5% all Changes damage: +20% lightning / +9% all Damage affinity(heal): +20% lightning Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Movement speed: +15% Healing mod.: +50% Chance to avoid any damage: +8% Amulets can have magical properties. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Light source | Sparksever the dwarven lantern Sparksever the dwarven lanternInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Changes stats: +7 Wil / +6 Con Changes resistances: +23% blight / +3% all Changes damage: +6% lightning Critical mult.: +20.00% Spell save: +29 (+10 eff.) Mental save: +15 (+3 eff.) Cut immunity: +10% Silence immunity: +10% Life regen: +6.50 Only die when reaching: -80.00 life Mindpower: +9 (+3 eff.) Mental crit. chance: +6% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | Layinne (3 def, 0 armour) Layinne (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Str / +12 Dex / +6 Mag / +6 Wil / +4 Cun / +6 Con Changes resistances: +9% lightning / +12% darkness / +5% arcane Talent mastery: +0.40 Technique / Combat training Spell save: +0 (+0 eff.) Mental save: +12 (+3 eff.) Stamina each turn: +0.90 Mana each turn: -0.60 Maximum mana: +80.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Venomblood VenombloodPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes stats: +5 Dex / +5 Cun / +9 Lck Changes resistances: +3% nature Changes resistances penetration: +18% physical Changes damage: +25% physical Critical mult.: +5.00% Trap disarming bonus: +29 Stealth bonus: +15 Mental save: +11 (+2 eff.) Psi when hit: +0.04 Maximum hate: +6.00 Spellpower: +10 (+2 eff.) Infravision radius: +5 A belt that goes around your waist. |
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. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, 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." |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 38.23 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
stabilizing iron helm of the depths (0 def, 3 armour) stabilizing iron helm of the depths (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +7% cold Allows you to breathe in: water Physical save: +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
514 alchemist agate 514 alchemist agate0.00 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. |
Ereruimas (dig speed 15 turns) Ereruimas (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Str Changes resistances penetration: +11% physical Grants telepathy: Dragon Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Eldritch Pearl Eldritch PearlPowered 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: 4.0 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 3, doing 12.35 cold damage and 16.53 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 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. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered 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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all 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.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Bomid the Dwarf Brawler level 32
15th Stralite 123rd year of Ascendancy at 02:25 see stats
By Bomid the Dwarf Brawler level 46
23rd Dearth 123rd year of Ascendancy at 05:57 see stats
By Bomid the Dwarf Brawler level 31
21st Gold 123rd year of Ascendancy at 09:51 see stats
By Bomid the Dwarf Brawler level 35
30th Stralite 123rd year of Ascendancy at 19:03 see stats
By Bomid the Dwarf Brawler level 50
8th Loss 123rd year of Ascendancy at 10:36 see stats
By Bomid the Dwarf Brawler level 41
39th Profit 123rd year of Ascendancy at 15:20 see stats
By Bomid the Dwarf Brawler level 34
27th Stralite 123rd year of Ascendancy at 20:38 see stats
By Bomid the Dwarf Brawler level 25
35th Steel 123rd year of Ascendancy at 01:21 see stats
By Bomid the Dwarf Brawler level 19
16th Shortage 122nd year of Ascendancy at 04:15 see stats
By Bomid the Dwarf Brawler level 43
12nd Wealth 123rd year of Ascendancy at 08:56 see stats
By Bomid the Dwarf Brawler level 8
26th Voratun 122nd year of Ascendancy at 02:11 see stats
By Bomid the Dwarf Brawler level 36
3rd Voratun 123rd year of Ascendancy at 18:53 see stats
By Bomid the Dwarf Brawler level 44
24th Wealth 123rd year of Ascendancy at 07:57 see stats
By Bomid the Dwarf Brawler level 33
23rd Stralite 123rd year of Ascendancy at 19:46 see stats
By Bomid the Dwarf Brawler level 18
1st Shortage 122nd year of Ascendancy at 11:11 see stats
By Bomid the Dwarf Brawler level 50
2nd Loss 123rd year of Ascendancy at 08:31 see stats
By Bomid the Dwarf Brawler level 50
15th Shortage 123rd year of Ascendancy at 19:02 see stats
By Bomid the Dwarf Brawler level 17
13rd Loss 122nd year of Ascendancy at 20:56 see stats
By Bomid the Dwarf Brawler level 18
1st Shortage 122nd year of Ascendancy at 07:11 see stats
By Bomid the Dwarf Brawler level 25
5th Steel 123rd year of Ascendancy at 14:22 see stats
By Bomid the Dwarf Brawler level 48
37th Dearth 123rd year of Ascendancy at 21:12 see stats
By Bomid the Dwarf Brawler level 46
11st Dearth 123rd year of Ascendancy at 20:04 see stats
By Bomid the Dwarf Brawler level 16
1st Loss 122nd year of Ascendancy at 23:53 see stats
By Bomid the Dwarf Brawler level 50
8th Loss 123rd year of Ascendancy at 14:49 see stats
By Bomid the Dwarf Brawler level 10
8th Profit 122nd year of Ascendancy at 09:12 see stats
By Bomid the Dwarf Brawler level 20
29th Shortage 122nd year of Ascendancy at 02:43 see stats
By Bomid the Dwarf Brawler level 30
19th Gold 123rd year of Ascendancy at 06:24 see stats
By Bomid the Dwarf Brawler level 40
22nd Profit 123rd year of Ascendancy at 13:21 see stats
By Bomid the Dwarf Brawler level 50
43rd Dearth 123rd year of Ascendancy at 15:06 see stats
By Bomid the Dwarf Brawler level 32
15th Stralite 123rd year of Ascendancy at 01:13 see stats
By Bomid the Dwarf Brawler level 31
4th Stralite 123rd year of Ascendancy at 09:53 see stats
By Bomid the Dwarf Brawler level 47
36th Dearth 123rd year of Ascendancy at 21:16 see stats
By Bomid the Dwarf Brawler level 50
3rd Iron 124th year of Ascendancy at 01:39 see stats
By Bomid the Dwarf Brawler level 50
2nd Loss 123rd year of Ascendancy at 08:30 see stats
By Bomid the Dwarf Brawler level 42
4th Wealth 123rd year of Ascendancy at 15:51 see stats
By Bomid the Dwarf Brawler level 13
22nd Wealth 122nd year of Ascendancy at 05:02 see stats
By Bomid the Dwarf Brawler level 25
1st Steel 123rd year of Ascendancy at 23:46 see stats
By Bomid the Dwarf Brawler level 22
15th Iron 123rd year of Ascendancy at 04:43 see stats
By Bomid the Dwarf Brawler level 42
1st Wealth 123rd year of Ascendancy at 16:38 see stats
By Bomid the Dwarf Brawler level 24
24th Iron 123rd year of Ascendancy at 13:23 see stats
By Bomid the Dwarf Brawler level 33
23rd Stralite 123rd year of Ascendancy at 22:12 see stats
By Bomid the Dwarf Brawler level 5
19th Voratun 122nd year of Ascendancy at 16:18 see stats
By Bomid the Dwarf Brawler level 9
5th Profit 122nd year of Ascendancy at 13:03 see stats
By Bomid the Dwarf Brawler level 47
37th Dearth 123rd year of Ascendancy at 03:15 see stats
By Bomid the Dwarf Brawler level 19
19th Shortage 122nd year of Ascendancy at 01:34 see stats
By Bomid the Dwarf Brawler level 50
2nd Loss 123rd year of Ascendancy at 08:31 see stats
By Bomid the Dwarf Brawler level 50
1st Iron 124th year of Ascendancy at 02:51 see stats
By Bomid the Dwarf Brawler level 9
6th Profit 122nd year of Ascendancy at 17:18 see stats
By Bomid the Dwarf Brawler level 38
25th Voratun 123rd year of Ascendancy at 18:20 see stats
By Bomid the Dwarf Brawler level 19
17th Shortage 122nd year of Ascendancy at 23:09 see stats
By Bomid the Dwarf Brawler level 26
39th Steel 123rd year of Ascendancy at 12:08 see stats
By Bomid the Dwarf Brawler level 16
1st Loss 122nd year of Ascendancy at 23:59 see stats
By Bomid the Dwarf Brawler level 30
20th Gold 123rd year of Ascendancy at 17:43 see stats
Log
Today is the 29th Steel of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 12:01.
Bomid picks up (m.): Prothotipe's Prismatic Eye.
Bomid picks up (m.): Crystal Heart.
Talent Resilience of the Dwarves is ready to use.
You transfer Crystal Heart to the online item's vault.
Saving done.
Saving game...
Saving done.
Bomid deactivates Striking Stance.
Bomid deactivates Precise Strikes.
Bomid deactivates Elemental Harmony.