
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
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:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Shalore |
Class | Adventurer |
Level / Exp | 9 / 55% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 9 on the 8th Flare 122nd year of Ascendancy at 12:55 / 1 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 15 (base 12) |
Constitution | 14 (base 14) |
Magic | 32 (base 30) |
Willpower | 18 (base 12) |
Cunning | 22 (base 19) |
Resources
Mana | 138/188 |
Psi | 88/88 |
Life | -21/205 |
Positive | 9/54 |
Paradox | 365 |
Healing Factor | 1.1326086956522 |
Regeneration | 0.28315217391305 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 19 |
Accuracy | 9 |
Crit Chance | 11% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 10% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 1 |
Physical Save | 14 |
Spell Save | 33 |
Mental Save | 19 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 604% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Thermal Shield |
talent | Kinetic Shield |
talent | Reality Smearing |
talent | Chant of Resistance |
beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
detrimental effect | Damage received in the past is returned as 11.56 paradox damage per turn. Reality Smearing |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | 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 |
Equipment
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 19/24) : Effective talent level: 3.0 Power cost: 8 out of 19/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 36.56 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Psionic focus | elm magestaff of fate (10-12 power, 2 apr, fire element) elm magestaff of fate (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Physical save: +6 (+6 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+3 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Around waist | nightruned rough leather belt nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +5% darkness A belt that goes around your waist. |
In main hand | elm vilestaff of power (10-12 power, 2 apr, fire element) elm vilestaff of power (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (66 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | rough leather cap of dexterity (+2) (0 def, 1 armour) rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
On fingers | copper ring of blight (+11%) copper ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
Inventory
steam generator implant (steam 4) steam generator implant (steam 4)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. iron battleaxe of daylight (12.5-18.75 power, 1 apr)iron battleaxe of daylight (12.5-18.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 light Damage against: +7% Undead Massive two-handed battleaxes. |
elm magestaff (10-12 power, 2 apr, fire element) elm magestaff (10-12 power, 2 apr, fire element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. slime-covered iron waraxe (10-14 power, 2 apr)slime-covered iron waraxe (10-14 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 5% One-handed war axes. |
radiant rough leather gloves of magic (+2) (0 def, 1 armour) radiant rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 light Changes stats: +2 Mag Changes resistances: +6% light Changes damage: +4% light / +3% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flametitan (1 def, 0 armour) Flametitan (1 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Str / +4 Mag / +2 Con Changes resistances: +6% nature / +6% blight Changes damage: +6% fire A pointy cloth hat, very wizardly... |
4 agate 4 agate0.00 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
3 ametrine 3 ametrine0.00 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. |
4 citrine 4 citrine0.00 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. |
4 zircon 4 zircon0.00 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
Gloomy wolf hits Celestia for (2 to psi shield), (2 converted), 5 physical (5 total damage).
Celestia converts damage to paradox!
The Withering Thing hits Celestia for (8 to psi shield), (10 converted), 22 physical, (1 to psi shield), (2 converted), 4 nature, (1 to psi shield), (2 converted), 4 temporal, (2 converted), 4 mind (34 total damage).
Celestia hits The Withering Thing for 11 light, 11 cold (21 total damage).
Celestia casts Rune: Phase Door.
Celestia is out of phase.
Celestia converts damage to paradox!
Celestia hits Shadow for 22 light, 11 cold (33 total damage).
Shadow hits Celestia for (5 to psi shield), (6 converted), 14 physical (14 total damage).
Gloomy poison ivy uses Dark Tendrils.
The Withering Thing stops burning.
Celestia converts damage to paradox!
Celestia hits Gloomy wolf for 11 light, 11 cold (22 total damage).
Gloomy wolf hits Celestia for (2 to psi shield), (2 converted), 4 physical (4 total damage).
The Withering Thing misses Celestia.
Celestia casts Flame.
The Withering Thing is on fire!
Celestia hits The Withering Thing for 98 fire damage.
Shadow casts Blindside.
Celestia converts damage to paradox!
Celestia hits Shadow for 22 light, 11 cold (33 total damage).
Shadow hits Celestia for (8 to psi shield), (10 converted), 22 physical (22 total damage).
Gloomy wolf uses Dark Tendrils.
Burning from Celestia hits The Withering Thing for 33 fire damage.
The Withering Thing misses Celestia.
Shadow casts Blindside.
Saving game...