Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 10 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Islynn the cutpurse at level 10 on the 12nd Dearth 122nd year of Ascendancy at 00:20 / 1 |
Primary Stats
| Strength | 34 (base 24) |
| Dexterity | 10 (base 10) |
| Constitution | 14 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 39 (base 34) |
| Cunning | 20 (base 10) |
Resources
| Life | -65/304 |
| Stamina | 200/200 |
| Equilibrium | 20 |
| Healing Factor | 1.1417225587655 |
| Regeneration | 44.721272626845 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.766143361868% |
| Spell | 0% |
| Global | +85.310734463277% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 29 |
| Crit Chance | 7% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34.15 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 39 (30%) |
| Defense | 27.5 |
| Ranged Defense | 32.5 |
| Fatigue | 21 |
| Physical Save | 16.8 |
| Spell Save | 20.575 |
| Mental Save | 31.326184063999 |
Defense: Resistances
| All | -20%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 41% |
| Poison Resistance | 30% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 195 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 117 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Meditation |
| detrimental effect | The target is on fire, taking 29.17 fire damage per turn. Burning |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | Reduces global action speed by 17% and all outgoing projectiles speed by 36%. Congeal Time |
| beneficial effect | A flow of life spins around the target, regenerating 38.92 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You successfully escorted the lost anorithil to the recall portal on level 1 of Heart of the Gloom. Escort: lost anorithil (level 1 of Heart of the Gloom)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 |
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 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 |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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. | active |
Equipment
| On feet | insulating pair of iron boots of uncanny dodging (2 def, 3 armour) insulating pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Changes resistances: +6% cold / +5% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Radianceradiance the brass lantern Radianceradiance the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +1 Cun Changes resistances: +3% light Mental save: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +5% 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 | iron helm of strength (+2) (0 def, 3 armour) iron helm of strength (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | warrior's copper ring of the mountain (+11%) warrior's copper ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
| On fingers | rogue's copper ring of tenacity rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
| Around waist | insulating rough leather belt of shielding insulating rough leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +6% cold / +5% fire It can be used to create a temporary shield that absorbs 170 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | balanced dwarven-steel mace of massacre (32.5-45.5 power, 4 apr) balanced dwarven-steel mace of massacre (32.5-45.5 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +9 (+4 eff.) Disarm immunity: +20% Blunt and deadly. |
| On hands | Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
| In off hand | reinforced dwarven-steel shield of cold resistance (+21%) (8 def, 10 armour, 31.5-37.8 power, 115 block) reinforced dwarven-steel shield of cold resistance (+21%) (8 def, 10 armour, 31.5-37.8 power, 115 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +115 When wielded/worn: Armour: +10 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +21% cold Talent granted: +3 Block Handheld deflection devices. |
| Cloak | thick linen cloak of the Shaloren (1 def, 6 armour) thick linen cloak of the Shaloren (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Wil / +2 Mag Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 42.46 to 127.39 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
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. |
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. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By WyrMac the Dwarf Wyrmic level 7
12nd Profit 122nd year of Ascendancy at 13:51 see stats
Level 10 (Roguelike)
Got a character to level 10.By WyrMac the Dwarf Wyrmic level 10
8th Wealth 122nd year of Ascendancy at 13:42 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By WyrMac the Dwarf Wyrmic level 4
17th Voratun 122nd year of Ascendancy at 11:47 see stats
The Arena (Roguelike)
Unlocked Arena mode.By WyrMac the Dwarf Wyrmic level 7
1st Profit 122nd year of Ascendancy at 03:33 see stats
Log
WyrMac's corrosive acid area effect hits Bandit for 15 acid damage.
WyrMac's corrosive acid area effect hits Veluldana the bandit for 5 to psi, 9 acid (14 total damage).
Thought-forged warrior misses WyrMac.
Islynn the cutpurse casts Flame.
WyrMac is on fire!
Islynn the cutpurse's Flame hits WyrMac for 61 fire damage.
WyrMac roars!
Veluldana the bandit wanders around!.
Thought-forged warrior shrugs off the effect 'Confused'!
Islynn the cutpurse wanders around!.
Veluldana the bandit uses Mind Sear.
Veluldana the bandit's mind surges with critical power!
WyrMac slows down.
Veluldana the bandit converts some damage to Psi!
Veluldana the bandit hits WyrMac for 204 mind damage.
WyrMac hits Islynn the cutpurse for 39 physical damage.
WyrMac hits Thought-forged warrior for 39 physical damage.
WyrMac hits Something for 35 physical damage.
WyrMac hits Veluldana the bandit for 13 to psi, 22 physical (35 total damage).
Thought-forged warrior is corroded.
Veluldana the bandit converts some damage to Psi!
WyrMac's corrosive acid area effect hits Islynn the cutpurse for 15 acid damage.
WyrMac's corrosive acid area effect hits Thought-forged warrior for 15 acid damage.
WyrMac's corrosive acid area effect hits Something for 15 acid damage.
WyrMac's corrosive acid area effect hits Veluldana the bandit for 5 to psi, 9 acid (14 total damage).
Burning from Islynn the cutpurse hits WyrMac for 29 fire damage.
Thought-forged warrior misses WyrMac.
Islynn the cutpurse casts Lightning.
Saving game...
