Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Swashbuckler 1.4.6An new, hybrid class. Warning. It requires Embers of Rage. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Embers of Rage 1.4.4Official Expansion!Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Bastion 1.4.5A complete rework for Bulwark. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Halfling |
| Class | Gunslinger |
| Level / Exp | 14 / 44% |
| Size | small |
| Lifes / Deaths | Killed by Bethylrawyn the large white snake at level 7 on the 1st Mirth 122nd year of Ascendancy at 15:36 / 6Killed by bandit at level 8 on the 3rd Summertide 122nd year of Ascendancy at 05:45 Killed by rogue at level 8 on the 3rd Summertide 122nd year of Ascendancy at 07:09 Killed by The Withering Thing at level 9 on the 8th Flare 122nd year of Ascendancy at 07:31 Killed by Araseba the Guardian at level 14 on the 19th Haze 122nd year of Ascendancy at 20:47 Killed by Idindiel the shalore at level 14 on the 28th Haze 122nd year of Ascendancy at 04:05 |
Primary Stats
| Strength | 20 (base 17) |
| Dexterity | 50 (base 28) |
| Constitution | 24 (base 18) |
| Magic | 12 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 41 (base 28) |
Resources
| Life | 374/374 |
| Healing Factor | 1.3 |
| Regeneration | 0.975 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 11 |
| See Stealth | 11 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 47 |
| Crit Chance | 16% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 47 |
| Crit Chance | 16% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 28.46 (63.098591549296%) |
| Defense | 24 |
| Ranged Defense | 25 |
| Fatigue | 11 |
| Physical Save | 21 |
| Spell Save | 16 |
| Mental Save | 32 |
Defense: Resistances
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 22% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.4 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 462% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| 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 279 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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 |
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 chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed bear paw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | miner's pair of iron boots of uncanny dodging (2 def, 7 armour) miner's pair of iron boots of uncanny dodging (2 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | acidic pouch of dwarven-steel shots of erosion (21/21, 30.5-36.6 power, 3 apr) acidic pouch of dwarven-steel shots of erosion (21/21, 30.5-36.6 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 21 On weapon crit: * splashes the target with acid Damage (Ranged): +5 acid / +6 temporal / +9 nature Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of the zealot brass lantern of the zealotInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+5 eff.) 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. |
| On head | miner's hardened leather hat of dexterity (+3) (0 def, 6 armour) miner's hardened leather hat of dexterity (+3) (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +3 Dex Infravision radius: +6 Sight radius: +1 See stealth: +5 See invisible: +5 A hat made of leather. Very stylish. |
| On hands | Galeshaper (0 def, 6 armour) Galeshaper (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+7 eff.) Armour: +6 Damage when hit (Melee): 4 temporal Changes stats: +3 Dex Changes resistances penetration: +10% lightning Talent granted: +2 Project Saw Physical save: +7 (+4 eff.) Mental save: +13 (+7 eff.) Disarm immunity: +21% Maximum life: +42.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe 'Salivea' (dig speed 20 turns) iron pickaxe 'Salivea' (dig speed 20 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +1 Str / +1 Wil Changes damage: +6% mind / +6% fire Mental save: +6 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of sensing marksman's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Blindness immunity: +21% Infravision radius: +4 See stealth: +6 See invisible: +5 Rings can have magical properties. |
| On fingers | copper ring 'Velykira' copper ring 'Velykira'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun Mental save: +6 (+3 eff.) Confusion immunity: +22% Rings can have magical properties. |
| Around neck | wanderer's gold amulet of the eclipse wanderer's gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage (Melee): 8 light / 6 darkness Effects when hit in melee: * 8% chance to inflict damage reduction * 7% chance to blind Changes stats: +4 Dex / +5 Cun / +4 Con Changes damage: +7% light / +7% darkness Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Flashpoint FlashpointRequires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 100% Firing range: +5 Travel speed: +600% Burst (radius 1) on hit: +14 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Radianceream RadiancereamRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +6 dazing lightning Burst (radius 1) on hit: +14 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +2 Dex / +1 Mag / +1 Wil / +2 Cun / +1 Con Changes resistances: +3% lightning / +3% fire / +6% light / +6% temporal Changes resistances penetration: +6% lightning / +8% physical Changes damage: +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Pressurizer (8 def, 0 armour) Pressurizer (8 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +3 Dex Changes resistances: +12% lightning Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Stun/Freeze immunity: +20% Steampower: +10 (+5 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
| Main armor | Eilinarinor (2 def, 4 armour) Eilinarinor (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Mag / +1 Wil / +1 Cun Changes resistances: +10% nature / +10% blight A suit of armour made of mail. |
Inventory
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning 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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 127] simple healing salve [power 127]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 127, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered 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. |
2 amethyst 2 amethyst0.00 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. |
Achievements
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Kepouk the Halfling Gunslinger level 13
1st Haze 122nd year of Ascendancy at 00:35 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Kepouk the Halfling Gunslinger level 10
8th Flare 122nd year of Ascendancy at 07:49 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Kepouk the Halfling Gunslinger level 11
49th Dusk 122nd year of Ascendancy at 07:36 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Kepouk the Halfling Gunslinger level 11
24th Dusk 122nd year of Ascendancy at 17:29 see stats
Log
Ran for 15 turns (stop reason: at exit).
You collect a new ingredient: lump of steel (1).
You gain 0.69 gold from the melting of icy pouch of steel shots (22/22, 22.5-27 power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 0.98 gold from the melting of high-capacity pouch of steel shots of accuracy (38/44, 20-24 power, 2 apr).
You gain 4.15 gold from the melting of troll-hide cured leather armour of the deep (2 def, 6 armour).
You gain 4.76 gold from the melting of troll-hide cured leather armour of Toknor (2 def, 4 armour).
You gain 2.82 gold from the melting of tempestuous cured leather armour of fire resistance (8 def, 4 armour).
You gain 3.04 gold from the melting of bladed rough leather hat of precognition (5 def, 1 armour).
You collect a new ingredient: lump of iron (1).
You gain 1.29 gold from the melting of bladed iron helm (0 def, 3 armour).
You gain 5.88 gold from the melting of spellcowled linen cloak of conjuring (1 def, 0 armour).
You gain 6.67 gold from the melting of enveloping linen cloak of the voidstalker (7 def, 0 armour).
You gain 9.11 gold from the melting of Wrap of Stone (0 def, 10 armour).
You collect a new ingredient: lump of steel (1).
You gain 3.16 gold from the melting of steel steamgun of acid.
You collect a new ingredient: lump of steel (1).
You gain 4.46 gold from the melting of mighty steel steamgun of power.
You collect a new ingredient: lump of steel (1).
You gain 4.20 gold from the melting of mighty steel steamgun of fire.
You collect a new ingredient: lump of steel (1).
You gain 4.14 gold from the melting of mighty steel steamgun of cold.
You collect a new ingredient: lump of steel (1).
You gain 1.45 gold from the melting of steel greatsword of phasing (25.5-40.8 power, 11 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.23 gold from the melting of elemental steel dagger of projection (11-14.3 power, 6 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.12 gold from the melting of blazebringer's steel dagger (11.5-14.95 power, 6 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
