







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.6.0Official 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 | Normal Adventure |
Sex | Male |
Race | Drem |
Class | Wyrmic |
Level / Exp | 50 / 1463% |
Size | medium |
Lifes / Deaths | Killed by Cyraldarin the thief at level 21 on the 4th Dearth 122nd year of Ascendancy at 17:40 1 / 6Killed by Silitta the bandit lord at level 21 on the 4th Dearth 122nd year of Ascendancy at 19:23 Killed by Islugassra the fire drake at level 28 on the 21st Dearth 122nd year of Ascendancy at 13:29 Killed by Isoda the corrupted protosentient globula at level 31 on the 41st Dearth 122nd year of Ascendancy at 09:39 Killed by Emeluramina the worm that walks at level 50 on the 21st Gold 123rd year of Ascendancy at 01:02 Killed by Emeluramina the worm that walks at level 50 on the 21st Gold 123rd year of Ascendancy at 03:43 |
Primary Stats
Strength | 85.789376988179 (base 51) |
Dexterity | 29 (base 13) |
Constitution | 70 (base 60) |
Magic | 26 (base 10) |
Willpower | 91.789376988179 (base 59) |
Cunning | 54 (base 39) |
Resources
Life | 1881/1881 |
Stamina | 451/451 |
Equilibrium | 0 |
Healing Factor | 1.375 |
Regeneration | 26.322139978352 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +49.54510541169% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 140 |
Accuracy | 61 |
Crit Chance | 46% |
APR | 8 |
Speed | 0.89 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 23% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +37% |
Blight | +31% |
Physical | +31% |
Cold | +31% |
All | +7% |
Darkness | +31% |
Light | +19% |
Lightning | +31% |
Fire | +31% |
Nature | +54% |
Offense: Damage Penetration
Acid | +33% |
Blight | +38% |
Physical | +33% |
Cold | +33% |
All | 0% |
Lightning | +33% |
Darkness | +33% |
Fire | +33% |
Nature | +33% |
Defense: Base
Armour (hardiness) | 0 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 40 |
Mental Save | 57 |
Defense: Resistances
Acid | + 49%( 70%) |
Blight | + 24%( 70%) |
Physical | + 25%( 70%) |
Cold | + 38%( 70%) |
All | + 22%( 70%) |
Lightning | + 49%( 70%) |
Darkness | + 24%( 70%) |
Fire | + 39%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 51% |
Blind Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 56% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 460 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 826 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 364 damage for 3 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 28% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 10 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 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 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 Willpower by +5. | done |
You failed to protect the injured seer from death by armoured skeleton warrior. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Elida the wolf. Escort: repented thief (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Hakku. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 3342. | 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. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of bone giant dust. * You've found the needed vial of squid ink. | 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. | completed |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 66% Changes stats: +5 Str / +4 Dex / +4 Wil / +4 Cun / +4 Con Changes resistances: +6% nature Changes resistances penetration: +5% blight Changes damage: +3% nature Physical save: +13 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +23 (+7 eff.) Maximum life: +44.00 Mindpower: +5 (+1 eff.) A belt that goes around your waist. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+15 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Mag Changes resistances: +20% acid / +19% fire / +19% lightning / +18% cold Changes damage: +6% acid Critical mult.: +15.00% Physical save: +30 (+9 eff.) Spell save: +6 (+2 eff.) Mental save: +13 (+4 eff.) Vim when firing critical spell: +2.37 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 23% chance to reduce strength, dexterity, and constitution by 14 * 10% chance to slow global speed by 66% * 25% chance for lightning to strike from the target to a second target dealing 36 damage On weapon crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +21 blight When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+5 eff.) Changes stats: +1 Str Changes resistances: +12% nature Changes damage: +12% light Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Disease immunity: +27% See invisible: +6 Massive two-handed mauls. |
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: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 42% chance to reduce strength, dexterity, and constitution by 14 Damage (Melee): +27 blight / +4 mind / +42 cold Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +70 (+17 eff.) Armour penetration: +40 Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Damage when hit (Melee): 6 cold Changes resistances: +9% acid / +6% cold / +9% mind Changes resistances penetration: +16% physical / +21% all Massive two-handed mauls. |
![]() 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 stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% 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 (+21 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 Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 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 unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life 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. |
![]() 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 Hakku the Drem Wyrmic level 37
15th Iron 123rd year of Ascendancy at 09:02 see stats
By Hakku the Drem Wyrmic level 29
25th Dearth 122nd year of Ascendancy at 20:56 see stats
By Hakku the Drem Wyrmic level 37
29th Shortage 122nd year of Ascendancy at 04:12 see stats
By Hakku the Drem Wyrmic level 41
31st Iron 123rd year of Ascendancy at 21:55 see stats
By Hakku the Drem Wyrmic level 45
29th Steel 123rd year of Ascendancy at 02:32 see stats
By Hakku the Drem Wyrmic level 41
27th Iron 123rd year of Ascendancy at 06:25 see stats
By Hakku the Drem Wyrmic level 30
31st Dearth 122nd year of Ascendancy at 09:03 see stats
By Hakku the Drem Wyrmic level 7
8th Profit 122nd year of Ascendancy at 19:37 see stats
By Hakku the Drem Wyrmic level 40
24th Iron 123rd year of Ascendancy at 02:58 see stats
By Hakku the Drem Wyrmic level 31
2nd Loss 122nd year of Ascendancy at 02:57 see stats
By Hakku the Drem Wyrmic level 19
36th Profit 122nd year of Ascendancy at 12:53 see stats
By Hakku the Drem Wyrmic level 50
21st Gold 123rd year of Ascendancy at 12:29 see stats
By Hakku the Drem Wyrmic level 28
20th Dearth 122nd year of Ascendancy at 22:55 see stats
By Hakku the Drem Wyrmic level 50
20th Gold 123rd year of Ascendancy at 00:51 see stats
By Hakku the Drem Wyrmic level 29
25th Dearth 122nd year of Ascendancy at 18:36 see stats
By Hakku the Drem Wyrmic level 43
1st Steel 123rd year of Ascendancy at 08:23 see stats
By Hakku the Drem Wyrmic level 10
20th Profit 122nd year of Ascendancy at 11:55 see stats
By Hakku the Drem Wyrmic level 20
37th Profit 122nd year of Ascendancy at 21:59 see stats
By Hakku the Drem Wyrmic level 30
29th Dearth 122nd year of Ascendancy at 20:17 see stats
By Hakku the Drem Wyrmic level 40
24th Iron 123rd year of Ascendancy at 01:39 see stats
By Hakku the Drem Wyrmic level 50
5th Gold 123rd year of Ascendancy at 11:05 see stats
By Hakku the Drem Wyrmic level 50
19th Gold 123rd year of Ascendancy at 03:06 see stats
By Hakku the Drem Wyrmic level 49
44th Steel 123rd year of Ascendancy at 15:51 see stats
By Hakku the Drem Wyrmic level 21
6th Wealth 122nd year of Ascendancy at 20:58 see stats
By Hakku the Drem Wyrmic level 37
19th Iron 123rd year of Ascendancy at 17:06 see stats
By Hakku the Drem Wyrmic level 21
42nd Profit 122nd year of Ascendancy at 21:24 see stats
By Hakku the Drem Wyrmic level 40
24th Iron 123rd year of Ascendancy at 03:48 see stats
By Hakku the Drem Wyrmic level 50
21st Gold 123rd year of Ascendancy at 12:28 see stats
By Hakku the Drem Wyrmic level 29
25th Dearth 122nd year of Ascendancy at 20:56 see stats
By Hakku the Drem Wyrmic level 8
15th Profit 122nd year of Ascendancy at 15:36 see stats
By Hakku the Drem Wyrmic level 29
25th Dearth 122nd year of Ascendancy at 20:56 see stats
By Hakku the Drem Wyrmic level 50
21st Gold 123rd year of Ascendancy at 12:29 see stats
By Hakku the Drem Wyrmic level 45
32nd Steel 123rd year of Ascendancy at 17:11 see stats
By Hakku the Drem Wyrmic level 43
17th Steel 123rd year of Ascendancy at 17:15 see stats
By Hakku the Drem Wyrmic level 16
25th Profit 122nd year of Ascendancy at 05:30 see stats
By Hakku the Drem Wyrmic level 11
21st Profit 122nd year of Ascendancy at 08:38 see stats
By Hakku the Drem Wyrmic level 36
28th Shortage 122nd year of Ascendancy at 22:44 see stats
Log
Saving game...
Saving done.
You transfer Mace of Wpndrous Stats (45.5-63.7 power, 6 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Rather a Good Belt to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer drakeskin leather armour 'Yvolle' (20 def, 8 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Helmet of confusing times (0 def, 5 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Crown of the Elements (0 def, 10 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Lost Staff of Archmage Tarelion (30-36 power, 4 apr, fire element) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Dawn's Blade (50-70 power, 7 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.