Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 | 
| Addons | Ashes of Urh'Rok 1.4.0Official 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:
 Steamtech UI 1.1.4 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Female | 
| Race | Cornac | 
| Class | Bulwark | 
| Level / Exp | 10 / 56% | 
| Size | medium | 
| Lifes / Deaths | Killed by Yvywe the rogue at level 10 on the 11st Dusk 122nd year of Ascendancy at 16:21/ 1 | 
Primary Stats
| Strength | 30 (base 27) | 
| Dexterity | 21 (base 14) | 
| Constitution | 30 (base 24) | 
| Magic | 10 (base 10) | 
| Willpower | 20 (base 10) | 
| Cunning | 23 (base 14) | 
Resources
| Life | -64/335 | 
| Stamina | 152/152 | 
| Healing Factor | 1 | 
| Regeneration | 10.331701408398 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -40% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 6 | 
Offense: Mainhand
| Damage | 38 | 
| Accuracy | 33 | 
| Crit Chance | 4% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 35.19 (73.452380952381%) | 
| Defense | 16 | 
| Ranged Defense | 19 | 
| Fatigue | 24 | 
| Physical Save | 23 | 
| Spell Save | 28 | 
| Mental Save | 15 | 
Defense: Resistances
| All | + 4%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 15 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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 74 life over 5 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. | 
Class Talents
| Technique / Combat veteran | 1.50 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Shield defense | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns).Infusion Saturation | 
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown.Stunned | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done | 
| 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 Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
Equipment
| On feet | traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Quiver | blazing quiver of ash arrows of accuracy (22/22, 20.5-28.7 power, 7 apr)blazing quiver of ash arrows of accuracy (22/22, 20.5-28.7 power, 7 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 22 Damage (Ranged): +11 fire Burst (radius 2) on crit: +7 fire Arrows are used with bows to pierce your foes to death. | 
| Light source | bright brass lantern of focusbright brass lantern of focus Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +4 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. | 
| On head | grounding iron helm of constitution (+3) (0 def, 3 armour)grounding iron helm of constitution (+3) (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool | The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. | 
| On fingers | marksman's copper ring of corrosion (+20%)marksman's copper ring of corrosion (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. | 
| On fingers | steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. | 
| Around neck | wanderer's steel amuletwanderer's steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +4 Cun / +3 Con Life regen: +0.30 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. | 
| In main hand | flaming iron mace of massacre (17.5-24.5 power, 2 apr)flaming iron mace of massacre (17.5-24.5 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +5 fire Blunt and deadly. | 
| On hands | umbral rough leather gloves of strength (+3) (0 def, 1 armour)umbral rough leather gloves of strength (+3) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 darkness Changes stats: +3 Str Changes resistances: +5% darkness Changes damage: +3% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+6 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. | 
| Cloak | Smolderrock the linen cloak (1 def, 6 armour)Smolderrock the linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 fire Changes resistances: +10% cold / +6% fire Changes resistances penetration: +5% blight Changes damage: +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor | steel mail armour 'Stokepower' (2 def, 6 armour)steel mail armour 'Stokepower' (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes stats: +4 Wil Changes resistances: +18% lightning / +3% fire A suit of armour made of mail. | 
Inventory
| sun infusion (rad 5; power 20; turns 3; dispells darkness)sun infusion (rad 5; power 20; turns 3; dispells darkness) 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. 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. | 
| This item will automatically be transmogrified when you leave the level.insidious steel dagger of purging (11.5-14.95 power, 6 apr) insidious steel dagger of purging (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +6 nature / +8 insidious poison Sharp, short and deadly. | 
| 3 agate3 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
| opalopal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| miner's iron pickaxe (dig speed 29 turns) =Fave=miner's iron pickaxe (dig speed 29 turns) =Fave= Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| 5 spinel5 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| Scrying Orb =Fave=Scrying Orb =Fave= Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| Rod of Recall (1/1) =Fave=Rod of Recall (1/1) =Fave= 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 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. | 
| Transmogrification Chest =Fave=Transmogrification Chest =Fave= 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. | 
| amethystamethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
| elm wand of trap destruction [power 18]  (15 cooldown)elm wand of trap destruction [power 18]  (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (18 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| supercharged ash wand of trap destruction [power 50]  (23 cooldown)supercharged ash wand of trap destruction [power 50]  (23 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to disarm traps (50 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| 3 ametrine3 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| citrinecitrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 3 zircon3 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
Log
Armoured skeleton warrior hits Tleaian for 6 physical damage.
Skeleton warrior hits Tleaian for 0 physical, 12 nature, 8 temporal (20 total damage).
Tleaian hits Armoured skeleton warrior for (4 absorbed), 0 fire (0 total damage).
Tleaian hits Skeleton warrior for 4 fire damage.
Tleaian receives 16 healing.
The protective shield of Yvywe the rogue disappears.
Yvywe the rogue evades Tleaian.
Yvywe the rogue uses Steady Shot.
Yvywe the rogue's Steady Shot performs a ranged critical strike against Tleaian!
Yvywe the rogue's Steady Shot hits Tleaian for 33 physical, 4 darkness (37 total damage).
Tleaian has finished recovering.
The shield around armoured skeleton warrior crumbles.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior misses Tleaian.
The Cog spins up and deflects the blow from Tleaian!
Skeleton warrior hits Tleaian for 11 physical, 0 nature, 8 temporal (19 total damage).
Armoured skeleton warrior hits Tleaian for 10 physical damage.
Armoured skeleton warrior hits Tleaian for 12 physical, 4 fire, 4 physical (19 total damage).
Tleaian hits Armoured skeleton warrior for 2 fire damage.
Tleaian hits Skeleton warrior for 2 fire damage.
Tleaian hits Armoured skeleton warrior for 2 fire, 2 fire (3 total damage).
Yvywe the rogue is free from the illness.
Skeleton warrior is afflicted by a crippling illness!
Tleaian hits Armoured skeleton warrior for 2 fire damage.
Tleaian hits Skeleton warrior for 18 physical, 2 darkness, , 2 fire (22 total damage).
Tleaian hits Armoured skeleton warrior for 2 fire damage.
Yvywe the rogue casts Invoke Darkness.
Saving game...

 
			