










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Female |
Race | Cornac |
Class | Writhing One |
Level / Exp | 50 / 1742% |
Size | big |
Lifes / Deaths | Killed by Subject Z at level 16 on the 9th Decay 122nd year of Ascendancy at 23:54 2 / 5Killed by corrupted mastocytic feeder at level 18 on the 1st Regrowth 123rd year of Ascendancy at 16:46 Killed by black crystal at level 19 on the 2nd Regrowth 123rd year of Ascendancy at 11:25 Killed by Lisawyn the scourge drake at level 21 on the 61st Regrowth 123rd year of Ascendancy at 09:45 Killed by elven cultist at level 26 on the 14th Pyre 123rd year of Ascendancy at 08:58 |
Primary Stats
Strength | 167 (base 58) |
Dexterity | 38 (base 12) |
Constitution | 123 (base 65) |
Magic | 113 (base 66) |
Willpower | 43 (base 11) |
Cunning | 64 (base 34) |
Resources
Life | 1886/1886 |
Insanity | 0/100 |
Healing Factor | 2.1544982935153 |
Regeneration | 2.2622232081911 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +49.54510541169% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 9 |
See Stealth | 73.228817059966 |
See Invisible | 73.228817059966 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 333 |
Accuracy | 63 |
Crit Chance | 36% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Temporal | +17% |
Blight | +45% |
Physical | +34% |
Darkness | +25% |
All | +7% |
Offense: Damage Penetration
Physical | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 102 (100%) |
Defense | 28 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 76 |
Spell Save | 57 |
Mental Save | 63 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 36%( 70%) |
Physical | + 48%( 70%) |
Cold | + 43%( 70%) |
All | + 30%( 70%) |
Darkness | + 36%( 70%) |
Temporal | + 52%( 80%) |
Mind | + 34%( 70%) |
Fire | + 40%( 70%) |
Lightning | + 40%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 12% |
Bleed Resistance | 100% |
Confusion Resistance | 74% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 10% |
Blind Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 766 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 915% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 767 life over 5 turns. Its effects scale with your Strength 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 424 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Demented / Disfigured face | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Demented / Tentacles | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Slow death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Chaos Orbs |
talent | Chant of Fortitude |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Mayona the blue ooze. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic 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 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 |
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 |
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 Shax 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: 2068. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 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. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 45 power out of 150/150) : Effective talent level: 4.0 Power cost: 45 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 43.76 cold damage and 54.80 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | ![]() Requires: - Willpower 24 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 17 power out of 30/30) : Effective talent level: 4.4 Power cost: 17 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 415.06 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +30 (+4 eff.) Armour: +4 Changes stats: +10 Str / +16 Con Changes resistances: +43% acid / +3% cold / +9% darkness / +12% temporal Changes damage: +20% acid Spell save: +20 (+6 eff.) Mental save: +3 (+0 eff.) Blindness immunity: +10% Maximum stamina: +40.00 Spellpower: +15 (+3 eff.) Mindpower: +15 (+5 eff.) Rings can have magical properties. |
On fingers | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +8% all Talent granted: +1 Pain Enhancement System Physical save: -30 (-8 eff.) Spell save: -30 (-10 eff.) Mental save: -30 (-9 eff.) You have set the ring to grant you Pain Enhancement System! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+4 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 17 power out of 30/30) : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 107.24 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Main armor | ![]() Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+9 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 14 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+4 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 28 power out of 50/50) : Effective talent level: 1.1 Power cost: 28 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Around neck | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Wil Changes resistances: +6% mind / +9% blight Physical save: +25 (+5 eff.) Spell save: +25 (+7 eff.) Mental save: +37 (+9 eff.) Poison immunity: +10% Cut immunity: +150% Confusion immunity: +24% Only die when reaching: -60.00 life Mindpower: +15 (+5 eff.) Healing mod.: +56% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 266 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 891 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Str / +6 Dex / +3 Mag / +7 Wil 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. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 blight Changes stats: +15 Mag / +7 Wil / +12 Cun Changes resistances: +6% blight / +6% lightning Changes damage: +6% blight / +6% lightning Spell save: +16 (+5 eff.) Spellpower: +12 (+2 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 temporal Changes resistances: +25% blight Changes resistances penetration: +10% blight Changes damage: +16% blight Rings can have magical properties. |
![]() 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: +15 (+2 eff.) Effects on melee hit: * 20% chance to cause random gloom * 35% chance to blind Damage (Melee): 41 light / 25 bleed Effects on ranged hit: * 19% chance to cause random gloom * 33% chance to blind Damage (Ranged): 44 light / 23 bleed Changes stats: +10 Cun / +6 Con Changes resistances: +9% light Changes damage: +3% light / +12% mind Grants telepathy: Dragon Spell save: +20 (+6 eff.) Mental save: +10 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum stamina: +40.00 Maximum hate: +13.00 Maximum psi: +10.00 Spellpower: +15 (+3 eff.) Mindpower: +14 (+5 eff.) Light radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+2 eff.) Effects when hit in melee: * 30% chance to disease * 24% chance to inflict 15% damage reduction Changes stats: +11 Str / +5 Mag / +7 Wil / +13 Con Changes damage: +6% temporal Critical mult.: +10.00% Spell save: +3 (+1 eff.) Spellpower: +7 (+1 eff.) Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +3% cold Changes resistances penetration: +15% fire Changes damage: +9% fire Mental save: +6 (+1 eff.) Confusion immunity: +25% Life regen: +0.70 Maximum life: +47.00 Healing mod.: +12% Rings can have magical properties. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +21 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * splashes the target with acid * wounds the target for 7 turns: 31 bleeding, 83% reduced healing Damage Shield penetration (this weapon only): +60% Damage (Melee): +20 acid When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Changes resistances: +6% lightning / +12% temporal Changes resistances penetration: +15% lightning / +15% mind / +15% darkness Changes damage: +6% lightning / +15% temporal / +6% darkness Blunt and deadly. |
![]() 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: 180% 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 (+9 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 111 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." |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +4 Dex / +3 Mag / +5 Wil / +3 Cun Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Maximum mana: +46.00 Maximum psi: +20.00 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Talent Heavy Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+3 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Spit Blight (costing 6 power out of 50/50) : Effective talent level: 3.0 Power cost: 6 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 349.36 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +9 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +1% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +8% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str / +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +3 Con Changes resistances: +17% mind Physical save: +9 (+2 eff.) Mental save: +24 (+6 eff.) Confusion immunity: +50% It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes stats: +5 Wil Changes resistances: +10% darkness Changes damage: +8% light Damage affinity(heal): +5% light Critical mult.: +18.00% Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 67.73 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb 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 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 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. [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. |
![]() 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. |
![]() 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. |
![]() 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 112 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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. 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 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 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. |
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 Arlian the Cornac Writhing One level 33
69th Pyre 123rd year of Ascendancy at 07:07 see stats
By Arlian the Cornac Writhing One level 20
4th Regrowth 123rd year of Ascendancy at 18:17 see stats
By Arlian the Cornac Writhing One level 36
4th Mirth 123rd year of Ascendancy at 07:26 see stats
By Arlian the Cornac Writhing One level 43
40th Haze 123rd year of Ascendancy at 06:20 see stats
By Arlian the Cornac Writhing One level 49
35th Pyre 124th year of Ascendancy at 20:53 see stats
By Arlian the Cornac Writhing One level 36
1st Mirth 123rd year of Ascendancy at 02:32 see stats
By Arlian the Cornac Writhing One level 33
72nd Pyre 123rd year of Ascendancy at 20:41 see stats
By Arlian the Cornac Writhing One level 49
39th Pyre 124th year of Ascendancy at 09:27 see stats
By Arlian the Cornac Writhing One level 14
16th Dusk 122nd year of Ascendancy at 07:02 see stats
By Arlian the Cornac Writhing One level 50
71st Pyre 124th year of Ascendancy at 03:57 see stats
By Arlian the Cornac Writhing One level 34
76th Pyre 123rd year of Ascendancy at 10:12 see stats
By Arlian the Cornac Writhing One level 41
32nd Dusk 123rd year of Ascendancy at 11:50 see stats
By Arlian the Cornac Writhing One level 50
43rd Dusk 124th year of Ascendancy at 21:45 see stats
By Arlian the Cornac Writhing One level 19
2nd Regrowth 123rd year of Ascendancy at 10:45 see stats
By Arlian the Cornac Writhing One level 25
8th Pyre 123rd year of Ascendancy at 22:35 see stats
By Arlian the Cornac Writhing One level 47
66th Regrowth 124th year of Ascendancy at 16:17 see stats
By Arlian the Cornac Writhing One level 50
36th Dusk 124th year of Ascendancy at 08:20 see stats
By Arlian the Cornac Writhing One level 50
70th Pyre 124th year of Ascendancy at 17:31 see stats
By Arlian the Cornac Writhing One level 50
66th Pyre 124th year of Ascendancy at 16:15 see stats
By Arlian the Cornac Writhing One level 20
4th Regrowth 123rd year of Ascendancy at 16:44 see stats
By Arlian the Cornac Writhing One level 44
40th Haze 123rd year of Ascendancy at 19:41 see stats
By Arlian the Cornac Writhing One level 33
68th Pyre 123rd year of Ascendancy at 13:44 see stats
By Arlian the Cornac Writhing One level 10
1st Summertide 122nd year of Ascendancy at 00:39 see stats
By Arlian the Cornac Writhing One level 20
3rd Regrowth 123rd year of Ascendancy at 22:21 see stats
By Arlian the Cornac Writhing One level 30
52nd Pyre 123rd year of Ascendancy at 21:30 see stats
By Arlian the Cornac Writhing One level 40
9th Dusk 123rd year of Ascendancy at 14:37 see stats
By Arlian the Cornac Writhing One level 50
63rd Pyre 124th year of Ascendancy at 15:20 see stats
By Arlian the Cornac Writhing One level 50
8th Dusk 124th year of Ascendancy at 17:47 see stats
By Arlian the Cornac Writhing One level 50
43rd Dusk 124th year of Ascendancy at 21:44 see stats
By Arlian the Cornac Writhing One level 42
37th Dusk 123rd year of Ascendancy at 09:53 see stats
By Arlian the Cornac Writhing One level 14
36th Dusk 122nd year of Ascendancy at 00:59 see stats
By Arlian the Cornac Writhing One level 46
26th Regrowth 124th year of Ascendancy at 17:41 see stats
By Arlian the Cornac Writhing One level 30
52nd Pyre 123rd year of Ascendancy at 21:39 see stats
By Arlian the Cornac Writhing One level 35
76th Pyre 123rd year of Ascendancy at 15:10 see stats
By Arlian the Cornac Writhing One level 20
4th Regrowth 123rd year of Ascendancy at 18:17 see stats
By Arlian the Cornac Writhing One level 5
1st Mirth 122nd year of Ascendancy at 15:22 see stats
By Arlian the Cornac Writhing One level 20
4th Regrowth 123rd year of Ascendancy at 18:17 see stats
By Arlian the Cornac Writhing One level 21
41st Regrowth 123rd year of Ascendancy at 05:09 see stats
By Arlian the Cornac Writhing One level 17
2nd Allure 123rd year of Ascendancy at 17:43 see stats
By Arlian the Cornac Writhing One level 50
43rd Dusk 124th year of Ascendancy at 21:45 see stats
By Arlian the Cornac Writhing One level 14
47th Dusk 122nd year of Ascendancy at 05:15 see stats
By Arlian the Cornac Writhing One level 45
76th Haze 123rd year of Ascendancy at 05:48 see stats
By Arlian the Cornac Writhing One level 17
2nd Allure 123rd year of Ascendancy at 09:38 see stats
By Arlian the Cornac Writhing One level 28
21st Pyre 123rd year of Ascendancy at 02:03 see stats
By Arlian the Cornac Writhing One level 18
8th Allure 123rd year of Ascendancy at 00:34 see stats
By Arlian the Cornac Writhing One level 32
60th Pyre 123rd year of Ascendancy at 07:42 see stats
Log
You gain 10.93 gold from the transmogrification of alchemist's voratun gauntlets of the starseeker (0 def, 3 armour).
You gain 17.58 gold from the transmogrification of traveler's pair of voratun boots of void walking (0 def, 5 armour).
You gain 7.37 gold from the transmogrification of pair of voratun boots of massiveness (0 def, 5 armour).
You gain 10.71 gold from the transmogrification of sunsealed elven-silk robe of light (+42%) (12 def, 6 armour).
You gain 4.39 gold from the transmogrification of shimmering elven-silk robe of power (5 def, 0 armour).
You gain 5.91 gold from the transmogrification of thick elven-silk cloak of sorcery (3 def, 11 armour).
You gain 11.70 gold from the transmogrification of elemental voratun waraxe of evisceration (41-57.4 power, 6 apr).
You gain 6.45 gold from the transmogrification of elemental voratun waraxe (40.5-56.7 power, 6 apr).
You gain 22.52 gold from the transmogrification of void walker's dragonbone starstaff of wizardry (30-36 power, 6 apr, physical element).
You gain 14.47 gold from the transmogrification of magelord's dragonbone starstaff of wizardry (30-36 power, 6 apr, darkness element).
You gain 11.60 gold from the transmogrification of infernal dragonbone vilestaff of warding (30-36 power, 6 apr, blight element).
You gain 11.29 gold from the transmogrification of infernal dragonbone vilestaff of fate (30-36 power, 6 apr, darkness element).
You gain 9.74 gold from the transmogrification of greater dragonbone magestaff (30-36 power, 6 apr, lightning element).
You gain 5.86 gold from the transmogrification of mitotic living mindstar of the jelly (15.5-17.05 power, 40 apr, nature damage).
You gain 5.06 gold from the transmogrification of absorbing living mindstar of balance (16-17.6 power, 40 apr, mind damage).
You gain 25.00 gold from the transmogrification of Arcjam (59-94.4 power, 4 apr).
You gain 8.86 gold from the transmogrification of blazebringer's voratun greatmaul of nature (67-100.5 power, 4 apr).
You gain 2.89 gold from the transmogrification of flaming voratun dagger (38-49.4 power, 9 apr).
You gain 2.59 gold from the transmogrification of insulating voratun amulet of constitution (+7).
You gain 25.00 gold from the transmogrification of Garkul's Teeth.
You gain 1.78 gold from the transmogrification of vision rune (radius 14; dur 27; see animal).
You gain 2.09 gold from the transmogrification of acid wave rune (249 acid damage; disarm 5 turns with power 21).
You gain 0.69 gold from the transmogrification of healing infusion (heal 66).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Arlian deactivates Chant of Fortitude.
Arlian deactivates Chaos Orbs.
Worm that walks (servant of Arlian) deactivates Worm that Walks Link.
Worm that walks (servant of Arlian) deactivates Infestation.
Worm that walks (servant of Arlian) deactivates Ruin.