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 | 6 / 98% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 71 (base 29) |
Dexterity | 27 (base 29) |
Constitution | 81 (base 29) |
Magic | 28 (base 29) |
Willpower | 32 (base 29) |
Cunning | 29 (base 29) |
Resources
Equilibrium | 40 |
Mana | 110/110 |
Psi | 102/102 |
Vim | 478/546 |
Life | 486/486 |
Positive | 0/65 |
Stamina | 170/170 |
Psi_feedback | 0/100 |
Healing Factor | 1.1 |
Regeneration | 41.939219218272 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 24 |
Offense: Mainhand
Damage | 272 |
Accuracy | 84 |
Crit Chance | 80% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 100 |
Accuracy | 84 |
Crit Chance | 81% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 7% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 20 |
Ranged Defense | 22 |
Fatigue | 24 |
Physical Save | 44 |
Spell Save | 30 |
Mental Save | 30 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Confusion Resistance | 86% |
Stun Resistance | 86% |
Instadeath Resistance | 100% |
Blind Resistance | 97% |
Inscriptions (5/5)
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: 26 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 746% for 10 turns and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 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 724% for 10 turns and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 207 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Ooze | 10.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 10.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 10.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 10.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 10.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 10.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 10.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 10.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 10.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 10.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 10.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 10.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 10.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Black-magic | 10.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 10.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 10.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 10.10 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 10.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 10.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 10.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 10.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 10.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 10.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 10.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 10.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Willful Tormenter |
talent | Stone Vines |
talent | Fiery Hands |
talent | Bleak Outcome |
talent | Lucid Dreamer |
talent | Mitosis |
talent | Shielding |
talent | Eldritch Infusion |
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
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: 12.0 - 16.8 Uses stats: 40% Dex, 40% Str, 40% Cun 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. |
Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
In main 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: - Cunning 16 - Talent Buckler Expertise (level 1) 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 Mastery: Stoneshield 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 (+4 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire 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. |
In off hand | reinforced iron shield of radiance (4 def, 7 armour, 9.5-11.4 power, 43 block) reinforced iron shield of radiance (4 def, 7 armour, 9.5-11.4 power, 43 block)Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +43 Damage (Melee): +11 light When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 12% chance to blind Changes stats: +1 Mag / +3 Con Changes resistances: +11% light Talent granted: +1 Block Handheld deflection devices. |
Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (86 power, based on Willpower), costing 2 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
2 agate 2 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 (+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. |
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 (9/9) Rod of Recall (9/9)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 41 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. |
ametrine 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. |
2 citrine 2 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. |
zircon 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
By night001 the Dwarf Adventurer level 5
20th Voratun 122nd year of Ascendancy at 22:56 see stats
By night001 the Dwarf Adventurer level 5
24th Voratun 122nd year of Ascendancy at 11:30 see stats
By night001 the Dwarf Adventurer level 5
24th Voratun 122nd year of Ascendancy at 11:30 see stats
By night001 the Dwarf Adventurer level 5
20th Voratun 122nd year of Ascendancy at 14:16 see stats
By night001 the Dwarf Adventurer level 5
24th Voratun 122nd year of Ascendancy at 11:30 see stats
By night001 the Dwarf Adventurer level 5
20th Voratun 122nd year of Ascendancy at 22:56 see stats
By night001 the Dwarf Adventurer level 5
20th Voratun 122nd year of Ascendancy at 22:56 see stats
Log
Night001 deactivates Stone Vines.
Night001 deactivates Fiery Hands.
Night001 deactivates Willful Tormenter.
Night001 deactivates Bleak Outcome.
Night001 deactivates Mitosis.
Night001 deactivates Eldritch Infusion.
Night001 deactivates Shielding.
Night001 deactivates Lucid Dreamer.
Night001 stops regenerating health quickly.