












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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! 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Adventurer |
Level / Exp | 50 / 1783% |
Size | huge |
Lifes / Deaths | Killed by Bethamira the copperhead snake at level 11 on the 57th Dusk 122nd year of Ascendancy at 04:08 5 / 2Killed by Xerirenor the eternal bone giant at level 49 on the 62nd Dusk 123rd year of Ascendancy at 00:43 |
Primary Stats
Strength | 55 (base 13) |
Dexterity | 82 (base 22) |
Constitution | 43 (base 12) |
Magic | 37 (base 16) |
Willpower | 36 (base 12) |
Cunning | 170 (base 60) |
Resources
Psi | 156/156 |
Life | 1193/1193 |
Steam | 60/100 |
Stamina | 342/342 |
Paradox | 300 |
Healing Factor | 1.9397742564935 |
Regeneration | 62.945674623214 |
Speed
Mental | +25% |
Attack | +15% |
Movement | +35% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 11 |
See Stealth | 35 |
See Invisible | 15 |
Offense: Mainhand
Damage | 266 |
Accuracy | 104 |
Crit Chance | 133% |
APR | 54 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41 |
Crit Chance | 60% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 73 |
Crit Chance | 94% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Acid | +15% |
Arcane | +21% |
Cold | +24% |
All | +9% |
Darkness | +21% |
Light | +50% |
Temporal | +27% |
Physical | +119% |
Lightning | +18% |
Fire | +27% |
Mind | +33% |
Offense: Damage Penetration
Blight | +30% |
Physical | +85% |
Cold | +30% |
All | +25% |
Lightning | +35% |
Light | +35% |
Temporal | +30% |
Fire | +55% |
Mind | +55% |
Defense: Base
Armour (hardiness) | 128.94255186493 (84.362227228826%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 58 |
Spell Save | 46 |
Mental Save | 64 |
Defense: Resistances
Blight | + 52%( 70%) |
Arcane | + 22%( 70%) |
Mind | + 58%( 70%) |
All | + 17%( 70%) |
Lightning | + 56%( 70%) |
Temporal | + 48%( 70%) |
Physical | + 34%( 70%) |
Cold | + 70%( 70%) |
Fire | + 44%( 70%) |
Darkness | + 55%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 47% |
Teleport Resistance | 100% |
Blind Resistance | 50% |
Silence Resistance | 50% |
Disarm Resistance | 100% |
Pinning Resistance | 49% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 173% efficiency and cooldown mod of 56%. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% 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: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 197% efficiency and cooldown mod of 59%. Its effects scale with your Constitution stat. |
Class Talents
Technique / Archery training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Buckler Training | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Reflexes | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Counter Shot |
talent | Intuitive Shots |
talent | Corruption of the Doomed |
talent | Reality Smearing |
talent | Bombardment |
talent | Beyond the Flesh |
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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Charlie Murphy. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the injured seer from death by Charlie Murphy. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Charlie Murphy. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Charlie Murphy. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Charlie Murphy. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the repented thief from death by Charlie Murphy. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by Charlie Murphy. Escort: repented thief (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Charlie Murphy. Escort: temporal explorer (level 2 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Charlie Murphy. Escort: worried loremaster (level 2 of Daikara) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 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: 568. | 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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. * You've found the needed naga tongue. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 failed to protect her when escorting her out of the crypt. | failed |
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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * injects a simple virus dealing 105 blight damage on hit and lowering the victims highest stat Damage (Ranged): +8 arcane Damage (radius 2) on crit: +16 cold When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +7.0% Changes stats: +8 Cun / +1 Wil Changes resistances penetration: +35% physical Changes damage: +9% mind / +20% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Critical mult.: +15.00% Spell save: +9 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Slings are used to hurl stones or metal shots at your foes. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 200% Range: 1.2x Uses stat: 120% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +29.0% Capacity: 117 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 275 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 darkness / +12 arcane Damage (radius 1) on hit: +8 physical When wielded/worn: Ammo reloads per turn: +7 Shots are used with slings to pummel your foes to death. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +35 (+6 eff.) Armour penetration: +13 Armour: +20 Fatigue: +5% Damage (Melee): 30 physical Damage when hit (Melee): 2 physical / 4 temporal Changes stats: +8 Cun / +8 Dex Changes damage: +15% temporal / +26% physical Talent granted: +5 Iron Grip Disarm immunity: +100% Life regen: +5.60 Stamina each turn: +1.00 Psi each turn: +0.36 Mindpower: +20 (+5 eff.) When used to modify unarmed attacks: Power: 151% Range: 1.4x Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +23 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Sand Breath (20% chance level 5). Damage (radius 1) on hit: +30 physical Damage (radius 2) on crit: +30 physical It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% 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. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +12 Changes stats: +4 Str / +1 Dex / +9 Con Changes resistances: +15% blight Changes damage: +20% light Physical save: +15 (+4 eff.) Life regen: +16.00 Maximum life: +69.00 Maximum stamina: +20.00 Light radius: +15 See stealth: +10 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +10 Cun / +5 Con Changes resistances: +18% blight / +16% cold / +13% darkness / +15% fire Changes resistances penetration: +5% blight Critical mult.: +10.00% Physical save: +19 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +30 (+7 eff.) Equilibrium when hit: +0.08 Mindpower: +35 (+8 eff.) Mental crit. chance: +2% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 19 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +10 Str / +2 Wil / +7 Cun / +11 Con Changes resistances: +14% lightning / +15% temporal Changes damage: +9% lightning / +10% physical Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.90 Maximum life: +60.00 Infravision radius: +2 Movement speed: +35% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+3 eff.) Armour: +4 Defense: +7 (+2 eff.) Fatigue: -10% Changes stats: +8 Str Changes resistances: +3% lightning / +12% cold / +10% physical Critical mult.: +20.00% Mana when firing critical spell: +2.37 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -20.00 life Maximum mana: +80.00 Spell crit. chance: +2% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+4 eff.) Effects on melee hit: * 40% chance to reduce all saves and defense by 40 Damage (Melee): 35 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 40 Damage (Ranged): 27 physical Damage when hit (Melee): 4 mind Changes stats: +17 Cun / +7 Wil Changes resistances: +12% fire Changes resistances penetration: +10% mind Changes damage: +3% temporal / +6% fire Stun/Freeze immunity: +50% Life regen: +7.00 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +12 (+4 eff.) Mindpower: +25 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +20 (+4 eff.) Changes stats: +10 Dex / +7 Mag / +18 Cun Changes resistances: +6% arcane Changes resistances penetration: +10% lightning Changes damage: +6% acid Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Blindness immunity: +50% Silence immunity: +50% Pinning immunity: +24% Mana each turn: +0.38 Spellpower: +15 (+5 eff.) Infravision radius: +6 See stealth: +25 See invisible: +15 Healing mod.: +10% Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Physical power: +9 (+3 eff.) Defense: +20 (+4 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 32% * 24% chance to reduce all saves and defense by 40 Changes stats: +9 Cun / +19 Lck Changes resistances: +30% mind / +9% darkness Changes resistances penetration: +5% cold Changes damage: +9% cold / +6% darkness / +10% physical Confusion immunity: +37% Combat speed: +10% Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 76 damage and reducing their armor When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +6 Str / +2 Dex Changes resistances: +12% darkness / +3% temporal Changes resistances penetration: +5% temporal / +25% physical Changes damage: +6% darkness / +44% physical Talents cooldown: Fragmentation Shot (-4 turns) Pin Down (-2 turns) Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +30.0% Physical power: +12 (+3 eff.) Damage when hit (Melee): 6 mind Changes stats: +12 Cun / +11 Dex Changes resistances penetration: +20% mind / +10% light Changes damage: +21% light / +15% mind Spell save: +15 (+5 eff.) Life regen: +3.60 Mental crit. chance: +30% Healing mod.: +30% Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Cunning 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 192% Range: 1.2x Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 On weapon hit: * Deal physical damage equal to your armor (129) Damage (Melee): +12 temporal When wielded/worn: Armour: +19 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 260 physical damage over 5 turns (1/turn) Changes resistances: +19% temporal / +19% mind / +6% fire Changes resistances penetration: +30% fire Changes damage: +12% arcane / +12% fire Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (225) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +50 (+8 eff.) Armour penetration: +15 Armour: +8 Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +2 Cun / +7 Wil Changes resistances: +9% blight / +30% cold / +12% darkness / +30% lightning Critical mult.: +30.00% Stealth bonus: +15 Mental save: +15 (+4 eff.) Stun/Freeze immunity: +50% Maximum life: +110.00 Maximum stamina: +40.00 Maximum psi: +30.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Armour: +28 Defense: +28 (+6 eff.) Fatigue: +8% Changes stats: +8 Cun / +16 Dex Changes resistances: +9% cold / +10% physical Changes damage: +6% cold Critical mult.: +19.00% Reduces incoming crit damage: 52.75% Physical save: +22 (+6 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Inventory
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 182% Range: 1.2x 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 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns 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." |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 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 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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 unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Requires: - Level 35 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. This item has been sent to the Item's Vault. |
![]() 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 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. |
amazing fiery salve [power 40] amazing fiery salve [power 40]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 173% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (40% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 40] amazing frost salve [power 40]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 173% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (40% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 576] amazing healing salve [power 576]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 173% efficiency and 56% cooldown modifier. It can be used to heal 576 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 504] amazing pain suppressor salve [power 504]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 173% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -504 life and reduces all damage by 28% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing unstoppable force salve [power 160] amazing unstoppable force salve [power 160]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 173% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 160 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 40] amazing water salve [power 40]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 173% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (40% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold 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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Charlie Murphy the Doomelf Adventurer level 40
11st Pyre 123rd year of Ascendancy at 14:52 see stats
By Charlie Murphy the Doomelf Adventurer level 40
9th Pyre 123rd year of Ascendancy at 19:00 see stats
By Charlie Murphy the Doomelf Adventurer level 35
75th Regrowth 123rd year of Ascendancy at 20:20 see stats
By Charlie Murphy the Doomelf Adventurer level 44
61st Pyre 123rd year of Ascendancy at 15:16 see stats
By Charlie Murphy the Doomelf Adventurer level 36
2nd Pyre 123rd year of Ascendancy at 14:04 see stats
By Charlie Murphy the Doomelf Adventurer level 43
57th Pyre 123rd year of Ascendancy at 00:22 see stats
By Charlie Murphy the Doomelf Adventurer level 32
27th Regrowth 123rd year of Ascendancy at 07:17 see stats
By Charlie Murphy the Doomelf Adventurer level 34
65th Regrowth 123rd year of Ascendancy at 07:27 see stats
By Charlie Murphy the Doomelf Adventurer level 18
44th Haze 122nd year of Ascendancy at 03:13 see stats
By Charlie Murphy the Doomelf Adventurer level 42
54th Pyre 123rd year of Ascendancy at 07:38 see stats
By Charlie Murphy the Doomelf Adventurer level 40
27th Pyre 123rd year of Ascendancy at 08:17 see stats
By Charlie Murphy the Doomelf Adventurer level 32
19th Regrowth 123rd year of Ascendancy at 19:12 see stats
By Charlie Murphy the Doomelf Adventurer level 23
10th Decay 122nd year of Ascendancy at 10:34 see stats
By Charlie Murphy the Doomelf Adventurer level 47
38th Dusk 123rd year of Ascendancy at 20:47 see stats
By Charlie Murphy the Doomelf Adventurer level 50
77th Dusk 123rd year of Ascendancy at 16:11 see stats
By Charlie Murphy the Doomelf Adventurer level 33
41st Regrowth 123rd year of Ascendancy at 21:42 see stats
By Charlie Murphy the Doomelf Adventurer level 6
77th Pyre 122nd year of Ascendancy at 18:21 see stats
By Charlie Murphy the Doomelf Adventurer level 20
70th Haze 122nd year of Ascendancy at 10:16 see stats
By Charlie Murphy the Doomelf Adventurer level 45
61st Pyre 123rd year of Ascendancy at 16:46 see stats
By Charlie Murphy the Doomelf Adventurer level 10
51st Dusk 122nd year of Ascendancy at 10:09 see stats
By Charlie Murphy the Doomelf Adventurer level 20
69th Haze 122nd year of Ascendancy at 09:30 see stats
By Charlie Murphy the Doomelf Adventurer level 30
12nd Regrowth 123rd year of Ascendancy at 14:54 see stats
By Charlie Murphy the Doomelf Adventurer level 40
9th Pyre 123rd year of Ascendancy at 10:42 see stats
By Charlie Murphy the Doomelf Adventurer level 50
62nd Dusk 123rd year of Ascendancy at 01:15 see stats
By Charlie Murphy the Doomelf Adventurer level 28
3rd Regrowth 123rd year of Ascendancy at 21:08 see stats
By Charlie Murphy the Doomelf Adventurer level 50
76th Dusk 123rd year of Ascendancy at 12:48 see stats
By Charlie Murphy the Doomelf Adventurer level 46
2nd Summertide 123rd year of Ascendancy at 07:15 see stats
By Charlie Murphy the Doomelf Adventurer level 24
8th Allure 123rd year of Ascendancy at 04:41 see stats
By Charlie Murphy the Doomelf Adventurer level 21
77th Haze 122nd year of Ascendancy at 22:19 see stats
By Charlie Murphy the Doomelf Adventurer level 20
74th Haze 122nd year of Ascendancy at 19:38 see stats
By Charlie Murphy the Doomelf Adventurer level 43
54th Pyre 123rd year of Ascendancy at 09:37 see stats
By Charlie Murphy the Doomelf Adventurer level 50
2nd Haze 123rd year of Ascendancy at 15:11 see stats
By Charlie Murphy the Doomelf Adventurer level 9
49th Dusk 122nd year of Ascendancy at 22:50 see stats
By Charlie Murphy the Doomelf Adventurer level 50
2nd Haze 123rd year of Ascendancy at 15:12 see stats
By Charlie Murphy the Doomelf Adventurer level 39
9th Pyre 123rd year of Ascendancy at 08:10 see stats
By Charlie Murphy the Doomelf Adventurer level 6
2nd Summertide 122nd year of Ascendancy at 07:02 see stats
By Charlie Murphy the Doomelf Adventurer level 46
2nd Mirth 123rd year of Ascendancy at 12:41 see stats
By Charlie Murphy the Doomelf Adventurer level 22
79th Haze 122nd year of Ascendancy at 16:20 see stats
By Charlie Murphy the Doomelf Adventurer level 14
70th Dusk 122nd year of Ascendancy at 09:37 see stats
By Charlie Murphy the Doomelf Adventurer level 38
8th Pyre 123rd year of Ascendancy at 11:06 see stats
Log
There is an item here: yew totem of healing 'Noonsquall' [power 302] (15 cooldown)
There is an item here: Eremyrath [power 212] (15 cooldown)
There is an item here: Berublek the Thunderbrawn [power 122] (15 cooldown)
Today is the 11st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:43.
You transfer Petrified Wood to the online item's vault.
Saving done.
Saving game...
Saving done.