Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
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:
Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Female |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 8 / 10% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 92 (base 32) |
Dexterity | 30 (base 32) |
Constitution | 102 (base 32) |
Magic | 32 (base 32) |
Willpower | 35 (base 32) |
Cunning | 32 (base 32) |
Resources
Equilibrium | 15 |
Mana | 157/157 |
Negative | 41/41 |
Vim | 551/551 |
Life | 591/591 |
Positive | 41/41 |
Stamina | 164/164 |
Psi | 105/105 |
Healing Factor | 1 |
Regeneration | 12.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 24 |
Offense: Mainhand
Damage | 172 |
Accuracy | 104 |
Crit Chance | 10% |
APR | 37 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 8% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 121.47589195948 (100%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 12 |
Physical Save | 51 |
Spell Save | 35 |
Mental Save | 35 |
Defense: Resistances
All | + 27%( 70%) |
Defense: Immunities
Confusion Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/5)
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 6.0 steam per turn. Can be activated for an instant burst of 30 steam. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 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 631% for 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. |
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 1008% for 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
Celestial / Star fury | 10.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen vines | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 10.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Twilight | 10.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 10.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 10.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 10.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed training | 10.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 10.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 10.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 10.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 10.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 10.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 10.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 10.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 10.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Thuggery | 10.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Dreaming | 10.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Lucid Dreamer |
talent | Overkill |
talent | Arcane Shield |
talent | Chant of Resistance |
talent | Daunting Presence |
talent | Stone Vines |
talent | Corona |
talent | Hymn of Perseverance |
talent | Defensive Posture |
talent | Shielding |
talent | Willful Tormenter |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The mana surge engulfs the target, regenerating 5.04 mana per turn. Surging mana |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
On hands | iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
Main armor | iron mail armour of resilience (2 def, 4 armour) iron mail armour of resilience (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Maximum life: +20.00 A suit of armour made of mail. |
In main hand | potent elm vilestaff (13-15.6 power, 2 apr, darkness element) potent elm vilestaff (13-15.6 power, 2 apr, darkness 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: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% darkness Talent granted: +1 Command Staff Spellpower: +5 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 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. 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. |
Rune of Reflection (absorb and reflect 260 for 5 turns) Rune of Reflection (absorb and reflect 260 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 260 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
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 (14/14) Rod of Recall (14/14)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 27 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. |
2 ametrine 2 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. |
Achievements
By night001 the Dwarf Adventurer level 5
21st Voratun 122nd year of Ascendancy at 09:10 see stats
By night001 the Dwarf Adventurer level 7
7th Profit 122nd year of Ascendancy at 14:38 see stats
By night001 the Dwarf Adventurer level 5
20th Voratun 122nd year of Ascendancy at 22:18 see stats
By night001 the Dwarf Adventurer level 5
21st Voratun 122nd year of Ascendancy at 09:10 see stats
By night001 the Dwarf Adventurer level 5
21st Voratun 122nd year of Ascendancy at 09:10 see stats
Log
Ran for 4 turns (stop reason: hostile spotted to the east (forest troll)).
Stone Vine from Night001 hits Forest troll for 39 physical, 39 arcane (77 total damage).
Night001 casts Channel Staff.
Night001's spell attains critical power!
You collect a new ingredient: length of troll intestine (1).
Night001's Channel Staff hits Forest troll for 1069 darkness damage.
Night001's Channel Staff killed Forest troll!
Night001 uses Infusion: Regeneration.
Night001 starts regenerating health quickly.
Night001 casts Twilight Surge.
Night001's spell attains critical power!
Night001's spell attains critical power!
Talent Rune: Manasurge is ready to use.
Night001 casts Rune: Manasurge.
Night001 starts to surge mana.
Night001 deactivates Defensive Posture.
Night001 deactivates Overkill.
Night001 deactivates Stone Vines.
Night001 deactivates Shielding.
Night001 deactivates Hymn of Perseverance.
Night001 deactivates Chant of Resistance.
Night001 deactivates Lucid Dreamer.
Night001 deactivates Daunting Presence.
Night001 deactivates Arcane Shield.
Night001 deactivates Corona.
Night001 stops regenerating health quickly.
Night001 deactivates Willful Tormenter.
Night001 stops surging mana.