




Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 50 / 8680% |
Size | small |
Lifes / Deaths | Killed by venom drake at level 43 on the 47th Pyre 123rd year of Ascendancy at 01:43 5 / 5Killed by Nerumira the orc soldier at level 50 on the 59th Haze 123rd year of Ascendancy at 23:47 Killed by Belevena the orc master assassin at level 50 on the 9th Decay 123rd year of Ascendancy at 17:37 Killed by Xyvena the orc pyromancer at level 50 on the 33rd Haze 124th year of Ascendancy at 04:56 Killed by Elandar at level 50 on the 34th Haze 124th year of Ascendancy at 02:19 |
Primary Stats
Strength | 53 (base 45) |
Dexterity | 20 (base 11) |
Constitution | 13 (base 13) |
Magic | 88 (base 60) |
Willpower | 91 (base 63) |
Cunning | 91 (base 64) |
Resources
Steam | 100/100 |
Mana | 739/739 |
Psi | 592/592 |
Vim | 208/208 |
Life | 446/446 |
Hate | 10/100 |
Stamina | 432/432 |
Soul | 8/8 |
Healing Factor | 1.0283363011314 |
Regeneration | 0.25708407528284 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +158.41281712929% |
Vision
Sight | 10 |
Lite | 1 |
Offense: Barehand
Damage | 19 |
Accuracy | 48 |
Crit Chance | 31% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 0 |
Physical Save | 55.05 |
Spell Save | 69.35 |
Mental Save | 70 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 44%( 70%) |
Darkness | + 38%( 70%) |
Cold | + 38%( 70%) |
All | + 22%( 70%) |
Defense: Immunities
Teleport Resistance | 46% |
Silence Resistance | 20% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Stun Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 672 damage for 8 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.6 steam per turn. Can be activated for an instant burst of 88 steam. Its effects scale with your Magic stat. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Age of dusk | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Rot | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Lich | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Golden Age of Necromancy |
talent | Infestation |
talent | Hardened Core |
talent | Ruin |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+40% global speed). Clarity |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Filio Flightfond. Escort: injured seer (level 4 of Dreadfell) | failed |
You failed to protect the injured seer from death by Eilineyathra the devourer. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Beladarin the wolf. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Silawen the white worm mass. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Islyletta the orc warrior. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost tinker from death by master vampire. Escort: lost tinker (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by Silyma the shadowblade. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Yveyawe the vampire. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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. * You have ascended to 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. | 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 Horned Horror. * 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
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 unlocked the hall of reflections. * 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: 3504. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Inventory
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 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: +2.0% proc dam (max 200%) 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 (+13 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 Activation costs 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: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +6 (+3 eff.) Armour: +5 Fatigue: +4% Changes stats: +6 Con / +6 Wil Changes resistances penetration: +10% physical Mindpower: +8 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Unbreakable Greaves. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Global speed: +19% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Bloodcasting Stamina each turn: +5.20 Vim each turn: +4.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Fetid Breath Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 28 Changes stats: +5 Con Changes resistances: +11% blight / +9% cold Changes damage: +12% cold Physical save: +12 (+3 eff.) Mental save: +9 (+3 eff.) Life regen: +10.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +9% Light radius: +5 Healing mod.: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by 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) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 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.
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 11111111111111 the Lich Adventurer level 48
27th Dusk 123rd year of Ascendancy at 02:32 see stats
By 11111111111111 the Lich Adventurer level 50
19th Dusk 124th year of Ascendancy at 16:13 see stats
By 11111111111111 the Lich Adventurer level 50
44th Dusk 124th year of Ascendancy at 08:28 see stats
By 11111111111111 the Lich Adventurer level 45
49th Pyre 123rd year of Ascendancy at 21:14 see stats
By 11111111111111 the Lich Adventurer level 50
58th Haze 123rd year of Ascendancy at 12:45 see stats
By 11111111111111 the Lich Adventurer level 50
78th Pyre 124th year of Ascendancy at 08:44 see stats
By 11111111111111 the Lich Adventurer level 50
25th Dusk 124th year of Ascendancy at 03:31 see stats
By 11111111111111 the Lich Adventurer level 50
68th Dusk 123rd year of Ascendancy at 00:16 see stats
By 11111111111111 the Lich Adventurer level 50
32nd Haze 124th year of Ascendancy at 06:16 see stats
By 11111111111111 the Lich Adventurer level 47
69th Pyre 123rd year of Ascendancy at 05:41 see stats
By 11111111111111 the Yeek Adventurer level 10
4th Dusk 122nd year of Ascendancy at 15:59 see stats
By 11111111111111 the Lich Adventurer level 50
64th Dusk 123rd year of Ascendancy at 14:19 see stats
By 11111111111111 the Lich Adventurer level 50
54th Dusk 124th year of Ascendancy at 23:09 see stats
By 11111111111111 the Yeek Adventurer level 35
3rd Decay 122nd year of Ascendancy at 11:13 see stats
By 11111111111111 the Lich Adventurer level 50
34th Haze 124th year of Ascendancy at 06:37 see stats
By 11111111111111 the Yeek Adventurer level 25
22nd Haze 122nd year of Ascendancy at 09:13 see stats
By 11111111111111 the Lich Adventurer level 48
14th Dusk 123rd year of Ascendancy at 18:58 see stats
By 11111111111111 the Yeek Adventurer level 25
22nd Haze 122nd year of Ascendancy at 21:39 see stats
By 11111111111111 the Lich Adventurer level 50
26th Haze 124th year of Ascendancy at 08:37 see stats
By 11111111111111 the Lich Adventurer level 50
7th Decay 123rd year of Ascendancy at 19:35 see stats
By 11111111111111 the Yeek Adventurer level 37
1st Regrowth 123rd year of Ascendancy at 01:49 see stats
By 11111111111111 the Lich Adventurer level 50
58th Haze 123rd year of Ascendancy at 15:41 see stats
By 11111111111111 the Yeek Adventurer level 10
2nd Flare 122nd year of Ascendancy at 03:51 see stats
By 11111111111111 the Yeek Adventurer level 20
49th Dusk 122nd year of Ascendancy at 15:08 see stats
By 11111111111111 the Yeek Adventurer level 30
36th Haze 122nd year of Ascendancy at 06:52 see stats
By 11111111111111 the Yeek Adventurer level 40
25th Pyre 123rd year of Ascendancy at 13:00 see stats
By 11111111111111 the Lich Adventurer level 50
64th Dusk 123rd year of Ascendancy at 13:43 see stats
By 11111111111111 the Lich Adventurer level 43
47th Pyre 123rd year of Ascendancy at 01:43 see stats
By 11111111111111 the Lich Adventurer level 50
19th Dusk 124th year of Ascendancy at 14:17 see stats
By 11111111111111 the Lich Adventurer level 50
57th Haze 123rd year of Ascendancy at 09:28 see stats
By 11111111111111 the Lich Adventurer level 50
34th Haze 124th year of Ascendancy at 06:36 see stats
By 11111111111111 the Lich Adventurer level 50
55th Haze 123rd year of Ascendancy at 06:02 see stats
By 11111111111111 the Yeek Adventurer level 33
65th Haze 122nd year of Ascendancy at 15:36 see stats
By 11111111111111 the Lich Adventurer level 48
62nd Dusk 123rd year of Ascendancy at 03:43 see stats
By 11111111111111 the Yeek Adventurer level 35
9th Allure 123rd year of Ascendancy at 23:42 see stats
By 11111111111111 the Yeek Adventurer level 32
44th Haze 122nd year of Ascendancy at 12:30 see stats
By 11111111111111 the Lich Adventurer level 50
64th Dusk 123rd year of Ascendancy at 15:30 see stats
By 11111111111111 the Yeek Adventurer level 8
2nd Mirth 122nd year of Ascendancy at 09:04 see stats
By 11111111111111 the Yeek Adventurer level 10
2nd Flare 122nd year of Ascendancy at 03:52 see stats
By 11111111111111 the Lich Adventurer level 50
3rd Dusk 124th year of Ascendancy at 06:41 see stats
By 11111111111111 the Yeek Adventurer level 40
25th Pyre 123rd year of Ascendancy at 20:57 see stats
By 11111111111111 the Lich Adventurer level 49
62nd Dusk 123rd year of Ascendancy at 15:57 see stats
By 11111111111111 the Yeek Adventurer level 30
41st Haze 122nd year of Ascendancy at 07:39 see stats
By 11111111111111 the Lich Adventurer level 50
73rd Regrowth 124th year of Ascendancy at 13:58 see stats
By 11111111111111 the Yeek Adventurer level 27
29th Haze 122nd year of Ascendancy at 11:21 see stats
By 11111111111111 the Yeek Adventurer level 19
41st Dusk 122nd year of Ascendancy at 05:28 see stats
By 11111111111111 the Lich Adventurer level 44
49th Pyre 123rd year of Ascendancy at 06:53 see stats
By 11111111111111 the Lich Adventurer level 50
47th Dusk 124th year of Ascendancy at 01:44 see stats
By 11111111111111 the Lich Adventurer level 50
24th Dusk 124th year of Ascendancy at 16:49 see stats
Log
You transfer Blighted Maul (96-144 power, 22 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer 12121212 (56-85 power, 2 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer 4444 (39-58 power, 0 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Cloudquarry (0 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Yvabrekira (dig speed 12 turns) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Eastern Wood Hat (15 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer voratun gauntlets 'Splendourrage' (0 def, 3 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.