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! 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:
Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Mantis |
Class | Ritch |
Level / Exp | 11 / 43% |
Size | medium |
Lifes / Deaths | Killed by thief at level 11 on the 6th Dusk 122nd year of Ascendancy at 11:37 / 1 |
Primary Stats
Strength | 18 (base 14) |
Dexterity | 29 (base 24) |
Constitution | 5 (base 8) |
Magic | 8 (base 10) |
Willpower | 31 (base 31) |
Cunning | 14 (base 10) |
Resources
Life | -12/347 |
Stamina | 138/138 |
Equilibrium | 32 |
Healing Factor | 0.79 |
Regeneration | 4.5425 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +102.5% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Barehand
Damage | 10 |
Accuracy | 39 |
Crit Chance | 9% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +2% |
Defense: Base
Armour (hardiness) | 1 (30%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 16 |
Mental Save | 18 |
Defense: Resistances
All | + 6%( 70%) |
Defense: Immunities
Disarm Resistance | 35% |
Instadeath Resistance | 100% |
Confusion Resistance | 24% |
Inscriptions (0/0)
Class Talents
Wild-child / Fervency | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Firestarter | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Wild-heart / Agonize | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-child / Extravagancy | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Ego / Mantis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-heart / Hoarding Beast | 0.90 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-heart / Bloodletting Beast | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-child / Cutting Edge | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-heart / Natural Combat | 1.00 |
| 3/10 |
| 2/10 |
| 0/10 |
| 1/10 |
| 0/10 |
| 0/10 |
| 1/10 |
| 1/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 2/10 |
| 0/10 |
Effects
talent | Concealed Blade |
talent | Relief |
talent | Open Veins |
talent | Strong-Arm |
beneficial effect | Gaining 10% life steal and 5% physical damage. Blood Heat: Bleed |
beneficial effect | Flamespit can be used 11% faster. Gatling Fire |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 2. Illness |
detrimental effect | The target is poisoned, taking 29.57 nature damage per turn and decreasing all heals received by 31%. Insidious Poison |
detrimental effect | The target is poisoned, taking 11.71 nature damage per turn. Poison |
beneficial effect | You feel tremendous relief at having purged something from your stomach, granting diminishing damage reduction. ReliefDamage reduction: 3.8% |
beneficial effect | Gaining 2% global speed and 1.4 stamina regeneration. Blood Lust |
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Natural Cycle (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved Luck by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Eagle Eyes (+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 |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You must explore the Old Forest and quell the Treant's restlessness. * You must explore the Maze and challenge the Minotaur within. * You must explore the Sandworm Lair and commune with the Queen. * You must explore the Daikara and meet the Dragon at the summit. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Born KillerWith that said, you have become a Ritch. What could this possibly mean...? | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed giant spider spinneret. * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You are in the body of a wilder's summon! To he who callsThe Summoner is safe from his enemies. The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
Tool | iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tool | supercharged iron torque of kinetic psionic shield [power 33] (20/28 cooldown) supercharged iron torque of kinetic psionic shield [power 33] (20/28 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 33 for 7 turns, putting all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. |
Around neck | clarifying gold amulet of strength (+4) clarifying gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +10% mind Confusion immunity: +24% Amulets can have magical properties. |
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 (85 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | grounding rough leather cap of dexterity (+2) (0 def, 1 armour) grounding rough leather cap of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +6% lightning / +5% temporal A cap made of leather. |
Cloak | resilient cashmere cloak of Eldoral (2 def, 0 armour) resilient cashmere cloak of Eldoral (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Cun / +2 Dex Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
regeneration infusion of the titan (heal 107 over 5 turns) regeneration infusion of the titan (heal 107 over 5 turns)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 heal yourself for 107 life over 5 turns. Its effects scale with your Constitution stat. 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. |
regeneration infusion of the wizard (heal 126 over 5 turns) regeneration infusion of the wizard (heal 126 over 5 turns)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 126 life over 5 turns. Its effects scale with your Magic stat. 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. |
wild infusion (resist 12%; cure physical) wild infusion (resist 12%; cure physical)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: 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 12% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion (resist 15%; cure physical) wild infusion (resist 15%; cure physical)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: 12 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 15% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
acidic iron dagger (10.5-13.65 power, 5 apr) [durability 62/80] acidic iron dagger (10.5-13.65 power, 5 apr) [durability 62/80]Requires: - Talent Engraft Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 80% Dex, 80% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid Durability: 62/80 Sharp, short and deadly. |
iron dagger of projection (10-13 power, 5 apr) [durability 80/80] iron dagger of projection (10-13 power, 5 apr) [durability 80/80]Requires: - Talent Engraft Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 80% Dex, 80% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 mind Durability: 80/80 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
iron dagger of projection (9.5-12.35 power, 5 apr) [durability 80/80] iron dagger of projection (9.5-12.35 power, 5 apr) [durability 80/80]Requires: - Talent Engraft Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 80% Dex, 80% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 mind Durability: 80/80 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
iron longsword of erosion (12-16.8 power, 2 apr) [durability 80/80] iron longsword of erosion (12-16.8 power, 2 apr) [durability 80/80]Requires: - Talent Engraft Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stats: 80% Dex, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 nature / +6 temporal Durability: 80/80 Sharp, long, and deadly. |
iron longsword of erosion (10.5-14.7 power, 2 apr) [durability 67/80] iron longsword of erosion (10.5-14.7 power, 2 apr) [durability 67/80]Requires: - Talent Engraft Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stats: 80% Dex, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 nature / +5 temporal Durability: 67/80 Sharp, long, and deadly. |
cleansing rough leather cap of constitution (+3) (0 def, 1 armour) cleansing rough leather cap of constitution (+3) (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +6% nature / +6% blight A cap made of leather. |
6 agate 6 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
amethyst 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. |
4 ametrine 4 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. |
5 zircon 5 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 Bybar the Mantis Ritch level 10
10th Flare 122nd year of Ascendancy at 09:11 see stats
By Bybar the Mantis Ritch level 7
78th Pyre 122nd year of Ascendancy at 22:42 see stats
By Bybar the Mantis Ritch level 9
5th Flare 122nd year of Ascendancy at 04:48 see stats
Log
Bybar killed Sandworm!
Thief misses Bybar.
Rogue misses Bybar.
Rogue hits Bybar for (10 resist armour), 0 physical (0 total damage).
Thief hits Bybar for (9 resist armour), 0 physical (0 total damage).
Insidious Poison from Thief hits Bybar for (29 resist armour), 0 nature (0 total damage).
Bybar steals life from Rogue!
Bybar hits Rogue for 58 fire damage.
Bybar receives 5 healing from Rogue.
Thief calms down.
Rogue calms down.
Thief performs a melee critical strike against Bybar!
Thief performs a melee critical strike against Bybar!
Bybar upchucks grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)!!
grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) in Bybar's stomach absorbs some of the illness!
Bybar is poisoned!
Bybar is afflicted by a crippling illness!
Thief hits Bybar for 33 physical, 3 light, 15 physical (52 total damage).
Something hits Bybar for 24 physical, 2 nature, 7 temporal, 4 nature, 10 physical, 4 blight, (52 total damage).
Rogue hits Bybar for 24 physical, 12 physical (36 total damage).
Bybar upchucks hateful iron greatmaul of massacre (24.5-36.75 power, 1 apr)!!
Bybar upchucks Girdle of the Calm Waters!!
Bybar upchucks manaburning vined mindstar of balance (5-5.5 power, 18 apr, nature damage)!!
Bybar upchucks creative mossy mindstar (2.5-2.75 power, 12 apr, mind damage)!!
Bybar upchucks radiant rough leather armour of cold resistance (1 def, 2 armour)!!
Bybar upchucks sand iron gauntlets of dexterity (+2) (0 def, 6 armour)!!
Bybar upchucks nature's mossy mindstar of resolve (2.5-2.75 power, 12 apr, nature damage)!!
Bybar upchucks vined mindstar of flames (6-6.6 power, 18 apr, mind damage)!!
Saving game...