Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
Addons | Doctornull's Class Pack 1.0.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Wyrmic Willpower Scaling 1.0.5Adds willpower scaling to all Breath talents, and all Fire Drake talents. The scaling is slightly lower than Strength, so you may see no difference for the first few levels. Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! Merchant Rerolls 1.0.4This 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 1.0.1Donators/Buyers bonus! New Gem Types 1.0.5Minmay's runic golem left me wanting more gems, so I made more gems! There's still a few colors here and there missing, especially at T5 due to the supersaturation of Whites, but it's a decent holdover. Three new lines of gems. Crystal Race! New race based off of the crystals of scintillating caves! Full list of gems on the thread. ZOmnibus Addon Pack 1.0.5Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Infinite Farportal 1.0.4"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. |
Campaign | Arena |
Mode | Normal Roguelike |
Sex | Male |
Race | Crystal |
Class | Vector |
Level / Exp | 25 / 30% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 16 (base 15) |
Dexterity | 59 (base 55) |
Constitution | 14 (base 12) |
Magic | 66 (base 40) |
Willpower | 31 (base 12) |
Cunning | 16 (base 10) |
Resources
Life | 471/471 |
Stamina | 216/224 |
Vim | 148/156 |
Healing Factor | 2.5 |
Regeneration | 83.958333333333 |
Speed
Mental | +3.9968028886506E-12% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 2 |
Infravision | 7 |
See Invisible | 5 |
Offense: Mainhand
Damage | 81 |
Accuracy | 60 |
Crit Chance | 8% |
APR | 14 |
Speed | 0.80 |
Offense: Spell
Spellpower | 47.333333333333 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 32.05 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +10% |
Physical | +9% |
Light | +6% |
All | +4% |
Defense: Base
Armour (hardiness) | 10 (33%) |
Defense | 22.775 |
Ranged Defense | 22.775 |
Fatigue | 0 |
Physical Save | 21.775 |
Spell Save | 27.5 |
Mental Save | 22.25 |
Defense: Resistances
Physical | + 14%( 70%) |
Light | + 7%( 70%) |
All | + 5%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 13% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 16% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 254 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Archery - bows | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Debility | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Archery training | 1.10 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Crystal | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Field control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Corrupted Archery |
beneficial effect | A flow of life spins around the target, regenerating 33.33 life per turn. Regeneration |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 15 power out of 18/18) : Effective talent level: 4.0 Power cost: 15 out of 18/18. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. This talent receives a reduced benefit from the Reach talent. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | quiver of elven-wood arrows (10/13, 46.5-65.1 power, 14 apr) quiver of elven-wood arrows (10/13, 46.5-65.1 power, 14 apr)Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.5 - 65.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
On hands | alchemist's hardened leather gloves (0 def, 2 armour) alchemist's hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag / +3 Wil Damage when the wearer hits(melee): 4 fire / 3 cold / 5 lightning / 5 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | supercharged elm wand of conjuration [power 121] (8 cooldown) supercharged elm wand of conjuration [power 121] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 60-121), placing all other charms into a 8 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% It can be used to activate talent Bind (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 6 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Spellpower: +7 Mindpower: +9 Rings can have magical properties. |
Around neck | mindweaver's gold amulet of vision mindweaver's gold amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Wil Mental save: +7 Blindness immunity: +16% Confusion immunity: +13% Mindpower: +7 Infravision radius: +3 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
In main hand | runic ash longbow runic ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +2 Mag Changes damage: +6% arcane Spellpower: +9 Longbows are used to shoot arrows at your foes. |
Crystal-imbued Gem | topaz topaz0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
Main armor | focusing cashmere robe (2 def, 0 armour) focusing cashmere robe (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Mag / +5 Wil Mana each turn: +0.10 Psi each turn: +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Around waist | spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +4 Cun / +6 Lck Trap disarming bonus: +7 Stealth bonus: +7 Mana each turn: +0.21 Maximum mana: +31.00 Infravision radius: +4 A belt that goes around your waist. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Inventory
treant's gold ring of the mind (+7%) treant's gold ring of the mind (+7%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +12% mind Changes damage: +12% mind Physical save: +10 Poison immunity: +13% Disease immunity: +18% Rings can have magical properties. |
ash longbow of power ash longbow of powerRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +7 When wielded/worn: Changes resistances penetration: +8% physical Changes damage: +10% physical Longbows are used to shoot arrows at your foes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
pair of hardened leather boots of tirelessness (0 def, 3 armour) pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina each turn: +0.80 Maximum stamina: +13.00 A pair of boots made of leather. |
2 verdite 2 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
quick yew wand of conjuration [power 139] (5 cooldown) quick yew wand of conjuration [power 139] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element (dam 70-139), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Chip the Crystal Vector level 18
76th Pyre 122nd year of Ascendancy at 03:53 see stats
By Chip the Crystal Vector level 10
75th Pyre 122nd year of Ascendancy at 06:16 see stats
By Chip the Crystal Vector level 20
76th Pyre 122nd year of Ascendancy at 09:13 see stats
Log
Chip shoots!
Bleeding from Chip hits Rogue for 2 physical damage.
Bleeding from Chip hits Rogue for 4 physical damage.
Chip's Shoot hits Rogue for 88 physical, 21 blight (109 total damage).
Chip is not cripple anymore.
You are unable to move!
Chip shoots!
Your score multiplier increases by 0.2!
Anorithil activates Chant of Fortress.
Anorithil activates Hymn of Shadows.
Bleeding from Chip hits Rogue for 2 physical damage.
Bleeding from Chip hits Rogue for 4 physical damage.
Chip performs a ranged critical strike against Rogue!
Rogue is afflicted by a decrepitude disease!
Bleeding from Chip killed Rogue!
Chip's Shoot hits Rogue for 160 physical, 24 blight (184 total damage).
Talent Crystal Phase is ready to use.
Chip uses Steady Shot.
Chip performs a ranged critical strike against Rogue!
Your score multiplier increases by 0.2!
The gates close!
Chip's Steady Shot hits Rogue for 277 physical damage.
Chip's Steady Shot killed Rogue!
Saving done.
Saving done.
Saving game...