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 Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Cursed |
| Level / Exp | 8 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 7 on the 7th Mirth 122nd year of Ascendancy at 02:09 0 / 5Killed by Assassin Lord at level 8 on the 2nd Flare 122nd year of Ascendancy at 02:57 Killed by Assassin Lord at level 8 on the 2nd Flare 122nd year of Ascendancy at 03:14 Killed by Assassin Lord at level 8 on the 2nd Flare 122nd year of Ascendancy at 03:21 Killed by Assassin Lord at level 8 on the 2nd Flare 122nd year of Ascendancy at 04:06 |
Primary Stats
| Strength | 31 (base 24) |
| Dexterity | 17 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 30 (base 29) |
| Cunning | 10 (base 10) |
Resources
| Life | -3/225 |
| Hate | 95/100 |
| Healing Factor | 0.42486599267403 |
| Regeneration | 0.48859589157514 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 36 |
| Crit Chance | 4% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.5 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | +14% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 15.45 |
| Ranged Defense | 15.45 |
| Fatigue | 0 |
| Physical Save | 20.35 |
| Spell Save | 13.3 |
| Mental Save | 25 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Disarm Resistance | 30% |
| Confusion Resistance | 15% |
| Fear Resistance | 15% |
| Stun Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 91 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 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 140 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Stalk |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is poisoned, taking 13.98 nature damage per turn and decreasing all heals received by 53%. Insidious Poison |
| beneficial effect | The target calls upon its inner resources, improving all damage by 14% and reducing all damage taken by 14%. Wrath of the Eternals |
Quests
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. | active |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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. |
| On head | grounding rough leather cap of strength (+3) (0 def, 1 armour) grounding rough leather cap of strength (+3) (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: +3 Str Changes resistances: +5% lightning / +5% temporal A cap made of leather. |
| Tool | elm totem of thorny skin [power 15] (20 cooldown) elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
| On fingers | marksman's copper ring of time (+10%) marksman's copper ring of time (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +10% temporal Changes damage: +10% temporal Rings can have magical properties. |
| Around waist | insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +5% fire A belt that goes around your waist. |
| In main hand | iron battleaxe 'Blindseam' (13-19.5 power, 1 apr) iron battleaxe 'Blindseam' (13-19.5 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +10 (+7 eff.) Damage when hit (Melee): 12 light Changes stats: +1 Dex Disarm immunity: +30% Massive two-handed battleaxes. |
| On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Dawnedge (2 def, 4 armour) Dawnedge (2 def, 4 armour)Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to corrode armour Changes resistances: +6% mind / +3% light Mental save: +10 (+5 eff.) A suit of armour made of leather. |
| Cloak | thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
agate 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 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. |
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. |
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. |
Achievements
The Arena
Unlocked Arena mode.By Chmaon the Thalore Cursed level 7
4th Mirth 122nd year of Ascendancy at 22:39 see stats
Log
Chmaon reflects damage back to Assassin Lord!
Chmaon hits Assassin Lord for 67 physical, , 7 reflected, 3 reflected, 9 reflected (87 total damage).
Insidious Poison from Assassin Lord hits Chmaon for (9 absorbed), 0 nature (0 total damage).
Assassin Lord hits Chmaon for (7 absorbed), 0 physical, (3 absorbed), 0 temporal (0 total damage).
Assassin Lord misses Chmaon.
Assassin Lord misses Chmaon.
Assassin Lord is no longer dominated.
Chmaon reflects damage back to Assassin Lord!
Chmaon hits Assassin Lord for 26 physical, , 7 reflected, 3 reflected, 9 reflected (46 total damage).
Insidious Poison from Assassin Lord hits Chmaon for (9 absorbed), 0 nature (0 total damage).
Assassin Lord hits Chmaon for (7 absorbed), 0 physical, (3 absorbed), 0 temporal (0 total damage).
Assassin Lord misses Chmaon.
Assassin Lord performs a melee critical strike against Chmaon!
Chmaon reflects damage back to Assassin Lord!
Chmaon hits Assassin Lord for 11 reflected, 3 reflected, 3 reflected, 8 light (28 total damage).
Assassin Lord hits Chmaon for (11 absorbed), 0 darkness, (3 absorbed), 0 darkness, (3 absorbed), 0 temporal (0 total damage).
Assassin Lord is being stalked by Chmaon!
Assassin Lord is no longer being stalked by Chmaon.
Chmaon is no longer out of phase.
Chmaon reflects damage back to Assassin Lord!
Chmaon hits Assassin Lord for 31 physical, , 7 reflected, 3 reflected, 9 reflected (51 total damage).
Insidious Poison from Assassin Lord hits Chmaon for (9 absorbed), 0 nature (0 total damage).
Assassin Lord hits Chmaon for (7 absorbed), 0 physical, (3 absorbed), 0 temporal (0 total damage).
Assassin Lord performs a melee critical strike against Chmaon!
Your shield crumbles under the damage!
The shield around Chmaon crumbles.
Your hatred grows even as your life fades! (+4 hate)
Saving game...
