








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 50 / 2591% |
Size | medium |
Lifes / Deaths | Killed by snow giant boulder thrower at level 21 on the 7th Allure 123rd year of Ascendancy at 18:32 2 / 5Killed by elven corruptor at level 25 on the 11st Regrowth 123rd year of Ascendancy at 10:30 Killed by Voroyama the faerlhing at level 37 on the 45th Haze 123rd year of Ascendancy at 00:27 Killed by Xeroseth the cave bear at level 39 on the 60th Haze 123rd year of Ascendancy at 20:52 Killed by orc blood mage at level 48 on the 1st Time of Equilibrium 124th year of Ascendancy at 03:57 |
Primary Stats
Strength | 116 (base 60) |
Dexterity | 106 (base 63) |
Constitution | 98 (base 30) |
Magic | 21 (base 10) |
Willpower | 29 (base 12) |
Cunning | 93 (base 60) |
Resources
Life | 1789/1789 |
Mana | 469/489 |
Stamina | 259/259 |
Healing Factor | 2.0525373134328 |
Regeneration | 47.105731343283 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 10 |
See Stealth | 72.776535395638 |
See Invisible | 81.776535395638 |
Offense: Barehand
Damage | 189 |
Accuracy | 88 |
Crit Chance | 66% |
APR | 38 |
Speed | 1.11 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +30% |
Acid | +15% |
Darkness | +20% |
Temporal | +29% |
Cold | +15% |
Physical | +27% |
Fire | +15% |
All | +7% |
Offense: Damage Penetration
Temporal | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 62 (80.62317429406%) |
Defense | 58 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 28 |
Mental Save | 53 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 37%( 70%) |
Physical | + 38%( 70%) |
Cold | + 33%( 70%) |
All | + 22%( 70%) |
Lightning | + 33%( 70%) |
Light | + 29%( 70%) |
Temporal | + 68%( 70%) |
Mind | + 26%( 70%) |
Darkness | + 29%( 70%) |
Fire | + 33%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 85% |
Poison Resistance | 10% |
Blind Resistance | 67% |
Silence Resistance | 45% |
Bleed Resistance | 5% |
Teleport Resistance | 25% |
Pinning Resistance | 70% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1046% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 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 18 for 9 turns. While Heroism is active, you will only die when reaching -502 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 275 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
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 585 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 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 9 for 11 turns. While Heroism is active, you will only die when reaching -570 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 Magic stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Precise Strikes |
talent | Trained Reactions |
beneficial effect | Countering melee attacks: Has a 50% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved mental save by +4. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the lone alchemist from death by rogue sapper. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You failed to protect the worried loremaster from death by skeleton warrior. Escort: worried loremaster (level 3 of Old Forest) | failed |
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 Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * 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 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 |
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. * 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: 2253. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. 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. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Physical power: +2 (+1 eff.) Armour: +19 Damage (Melee): 15 physical Changes stats: +9 Dex / +9 Cun / +4 Con Changes resistances: +9% darkness / +2% physical Changes damage: +10% physical Mental save: +15 (+5 eff.) Poison immunity: +10% Cut immunity: +5% Stun/Freeze immunity: +5% Life regen: +4.10 Stamina each turn: +1.20 Psi each turn: +0.40 Maximum life: +80.00 When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +20 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +11 physical It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Tool | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
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 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% mind Blindness immunity: +25% Silence immunity: +45% Confusion immunity: +15% Teleport immunity: +25% Only die when reaching: -82.00 life Spellpower: +15 (+7 eff.) Mindpower: +12 (+4 eff.) Rings can have magical properties. |
Around neck | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 mind Changes stats: +10 Dex / +5 Wil / +6 Con Changes resistances: +30% temporal Physical save: +17 (+6 eff.) Mental save: +24 (+8 eff.) Confusion immunity: +25% Pinning immunity: +40% Knockback immunity: +47% Life regen: +3.00 Psi when hit: +0.12 Maximum life: +70.00 Mindpower: +23 (+7 eff.) Mental crit. chance: +1% Amulets can have magical properties. |
Main armor | ![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +4 Wil Changes resistances: +19% acid / +6% temporal Pinning immunity: +20% Life regen: +12.80 Stamina each turn: +2.10 Only die when reaching: -60.00 life Maximum life: +52.00 Healing mod.: +26% A suit of armour made of leather. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +10% light Changes damage: +13% darkness Damage affinity(heal): +5% darkness Blindness immunity: +42% Confusion immunity: +25% Light radius: +8 Infravision radius: +4 See stealth: +16 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 5.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 53 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -17% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +4 Cun / +4 Dex Changes resistances: +18% nature / +20% blight Changes resistances penetration: +5% temporal Changes damage: +15% lightning / +12% temporal Life regen: +2.80 Maximum life: +86.00 Maximum stamina: +35.00 Healing mod.: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +9% temporal / +4% physical Trap disarming bonus: +16 Stealth bonus: +15 Physical save: +6 (+2 eff.) Spell save: +15 (+7 eff.) Confusion immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +20% Infravision radius: +6 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. |
Inventory
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to blind * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 20 blight Changes stats: +9 Wil Changes resistances: +30% lightning / +6% light Changes damage: +15% light / +15% darkness Mental save: +15 (+5 eff.) Confusion immunity: +25% Stun/Freeze immunity: +49% Life regen: +4.50 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +40.00 Mindpower: +14 (+4 eff.) Damage Shield penetration: +30% 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 6 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 (+18 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 120 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: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Spell save: +8 (+4 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Mana Clash (5% chance level 1). When this weapon hits: Destroy Magic (100% chance level 3). On weapon hit: * 20 arcane resource burn Damage (Melee): +15 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 4 arcane Changes stats: +4 Str / +3 Dex / +7 Mag / +5 Wil / +3 Cun Changes resistances: +8% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+4 eff.) When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +5 Crit. chance: +11.0% Attack speed: 167% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +6 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +5% cold Allows you to breathe in: water Physical save: +13 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes stats: +3 Str Changes resistances: +8% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 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), 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.
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 Brala the Cornac Brawler level 34
1st Dusk 123rd year of Ascendancy at 21:53 see stats
By Brala the Cornac Brawler level 50
19th Haze 124th year of Ascendancy at 21:12 see stats
By Brala the Cornac Brawler level 33
10th Flare 123rd year of Ascendancy at 02:14 see stats
By Brala the Cornac Brawler level 38
46th Haze 123rd year of Ascendancy at 04:40 see stats
By Brala the Cornac Brawler level 50
30th Regrowth 125th year of Ascendancy at 01:37 see stats
By Brala the Cornac Brawler level 45
49th Pyre 124th year of Ascendancy at 04:39 see stats
By Brala the Cornac Brawler level 37
42nd Haze 123rd year of Ascendancy at 22:16 see stats
By Brala the Cornac Brawler level 35
30th Haze 123rd year of Ascendancy at 12:40 see stats
By Brala the Cornac Brawler level 40
7th Decay 123rd year of Ascendancy at 03:16 see stats
By Brala the Cornac Brawler level 26
38th Regrowth 123rd year of Ascendancy at 21:41 see stats
By Brala the Cornac Brawler level 50
41st Haze 124th year of Ascendancy at 07:55 see stats
By Brala the Cornac Brawler level 41
1st Allure 124th year of Ascendancy at 01:18 see stats
By Brala the Cornac Brawler level 36
33rd Haze 123rd year of Ascendancy at 13:56 see stats
By Brala the Cornac Brawler level 50
7th Allure 125th year of Ascendancy at 13:58 see stats
By Brala the Cornac Brawler level 20
7th Allure 123rd year of Ascendancy at 01:26 see stats
By Brala the Cornac Brawler level 50
6th Regrowth 125th year of Ascendancy at 05:29 see stats
By Brala the Cornac Brawler level 18
57th Haze 122nd year of Ascendancy at 17:57 see stats
By Brala the Cornac Brawler level 26
30th Regrowth 123rd year of Ascendancy at 22:23 see stats
By Brala the Cornac Brawler level 50
77th Haze 124th year of Ascendancy at 15:06 see stats
By Brala the Cornac Brawler level 42
1st Allure 124th year of Ascendancy at 04:22 see stats
By Brala the Cornac Brawler level 50
43rd Haze 124th year of Ascendancy at 04:50 see stats
By Brala the Cornac Brawler level 50
65th Pyre 125th year of Ascendancy at 20:20 see stats
By Brala the Cornac Brawler level 20
61st Haze 122nd year of Ascendancy at 10:50 see stats
By Brala the Cornac Brawler level 50
30th Regrowth 125th year of Ascendancy at 04:22 see stats
By Brala the Cornac Brawler level 50
29th Haze 124th year of Ascendancy at 14:44 see stats
By Brala the Cornac Brawler level 10
2nd Flare 122nd year of Ascendancy at 01:56 see stats
By Brala the Cornac Brawler level 20
61st Haze 122nd year of Ascendancy at 09:33 see stats
By Brala the Cornac Brawler level 30
3rd Flare 123rd year of Ascendancy at 04:43 see stats
By Brala the Cornac Brawler level 40
69th Haze 123rd year of Ascendancy at 06:53 see stats
By Brala the Cornac Brawler level 50
2nd Haze 124th year of Ascendancy at 16:53 see stats
By Brala the Cornac Brawler level 26
41st Regrowth 123rd year of Ascendancy at 06:41 see stats
By Brala the Cornac Brawler level 50
59th Haze 124th year of Ascendancy at 07:05 see stats
By Brala the Cornac Brawler level 50
66th Haze 124th year of Ascendancy at 14:06 see stats
By Brala the Cornac Brawler level 10
55th Dusk 122nd year of Ascendancy at 16:02 see stats
By Brala the Cornac Brawler level 26
13rd Regrowth 123rd year of Ascendancy at 16:54 see stats
By Brala the Cornac Brawler level 33
9th Flare 123rd year of Ascendancy at 06:55 see stats
By Brala the Cornac Brawler level 30
5th Flare 123rd year of Ascendancy at 05:07 see stats
By Brala the Cornac Brawler level 37
33rd Haze 123rd year of Ascendancy at 18:26 see stats
By Brala the Cornac Brawler level 50
6th Regrowth 125th year of Ascendancy at 05:27 see stats
By Brala the Cornac Brawler level 37
45th Haze 123rd year of Ascendancy at 00:27 see stats
By Brala the Cornac Brawler level 5
78th Pyre 122nd year of Ascendancy at 13:56 see stats
By Brala the Cornac Brawler level 46
69th Pyre 124th year of Ascendancy at 16:51 see stats
By Brala the Cornac Brawler level 23
10th Allure 123rd year of Ascendancy at 07:18 see stats
By Brala the Cornac Brawler level 50
6th Regrowth 125th year of Ascendancy at 05:29 see stats
By Brala the Cornac Brawler level 50
13rd Haze 124th year of Ascendancy at 18:17 see stats
By Brala the Cornac Brawler level 13
39th Haze 122nd year of Ascendancy at 12:31 see stats
By Brala the Cornac Brawler level 22
8th Allure 123rd year of Ascendancy at 00:31 see stats
By Brala the Cornac Brawler level 42
6th Allure 124th year of Ascendancy at 03:53 see stats
By Brala the Cornac Brawler level 20
71st Haze 122nd year of Ascendancy at 06:02 see stats
By Brala the Cornac Brawler level 29
10th Pyre 123rd year of Ascendancy at 21:08 see stats
By Brala the Cornac Brawler level 16
52nd Haze 122nd year of Ascendancy at 12:08 see stats
By Brala the Cornac Brawler level 32
9th Flare 123rd year of Ascendancy at 05:29 see stats
Log
You transfer Chromatic Harness (10 def, 14 armour) from the online item's vault.
Saving done.
Saving game...
You transfer Molten Skin (15 def, 12 armour) from the online item's vault.
Saving done.
Saving game...
You transfer Void Orb from the online item's vault.
There is an item here: Death's Embrace (18 def, 18 armour)
Ran for 6 turns (stop reason: object seen).
Saving done.
Brala drops on the floor: Bloodcaller.
Your Bloodcaller is magically sorted by the storage room and put in a pile with the others items of the same type.
Brala drops on the floor: Void Orb.
Your Void Orb is magically sorted by the storage room and put in a pile with the others items of the same type.
Brala drops on the floor: Champion's Will (67-107.2 power, 22 apr).
Your Champion's Will (67-107.2 power, 22 apr) is magically sorted by the storage room and put in a pile with the others items of the same type.
Brala drops on the floor: Chromatic Harness (10 def, 14 armour).
Your Chromatic Harness (10 def, 14 armour) is magically sorted by the storage room.
Brala drops on the floor: Molten Skin (15 def, 12 armour).
Your Molten Skin (15 def, 12 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Brala deactivates Precise Strikes.
Brala deactivates Trained Reactions.
Brala deactivates Exploit Weakness.