Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
| 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 | Female |
| Race | Shalore |
| Class | Berserker |
| Level / Exp | 4 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Spellblaze Crystal at level 2 on the 76th Pyre 122nd year of Ascendancy at 13:29 0 / 3Killed by Spellblaze Crystal at level 2 on the 76th Pyre 122nd year of Ascendancy at 13:53 Killed by Glorabrewen the mean looking elven guard at level 4 on the 79th Pyre 122nd year of Ascendancy at 08:51 |
Primary Stats
| Strength | 23 (base 23) |
| Dexterity | 12 (base 11) |
| Constitution | 17 (base 17) |
| Magic | 12 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | 0/190 |
| Stamina | 94/124 |
| Healing Factor | 1.3 |
| Regeneration | 0.325 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 10 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 22 |
| Crit Chance | 3% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15.6 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 13.46 (63.098591549296%) |
| Defense | 5.7 |
| Ranged Defense | 7.7 |
| Fatigue | 10 |
| Physical Save | 22.5 |
| Spell Save | 9.8 |
| Mental Save | 15.45 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
Equipment
| On feet | traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) traveler's 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 (+2 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: -2% Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | steady rough leather gloves (0 def, 1 armour) steady rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Physical save: +5 (+2 eff.) Mental save: +6 (+5 eff.) Disarm immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 67.57 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| Around neck | copper amulet of strength (+2) copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
| Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
| In main hand | iron greatsword (18.5-29.6 power, 1 apr) iron greatsword (18.5-29.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.5 - 29.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
| 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. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
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. |
citrine 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
Log
A shield forms around Beyla.
Beyla misses Glorabrewen the mean looking elven guard.
Talent Stunning Blow is ready to use.
Glorabrewen the mean looking elven guard hits Beyla for (16 absorbed), 0 physical, (3 absorbed), 0 nature, (3 absorbed), 0 temporal (0 total damage).
Burning from Beyla hits Glorabrewen the mean looking elven guard for 11 fire damage.
Beyla misses Glorabrewen the mean looking elven guard.
Glorabrewen the mean looking elven guard hits Beyla for (13 absorbed), 0 physical, (3 absorbed), 0 nature, (3 absorbed), 0 temporal (0 total damage).
Burning from Beyla hits Glorabrewen the mean looking elven guard for 11 fire damage.
Beyla misses Glorabrewen the mean looking elven guard.
Glorabrewen the mean looking elven guard stops burning.
Glorabrewen the mean looking elven guard hits Beyla for (16 absorbed), 0 physical, (3 absorbed), 0 nature, (3 absorbed), 0 temporal (0 total damage).
Glorabrewen the mean looking elven guard hits Beyla for (5 absorbed), 0 physical, (0 total damage).
Beyla hits Glorabrewen the mean looking elven guard for 2 physical damage.
Glorabrewen the mean looking elven guard hits Beyla for (12 absorbed), 0 physical, (3 absorbed), 0 nature, (3 absorbed), 0 temporal (0 total damage).
Beyla misses Glorabrewen the mean looking elven guard.
Your shield crumbles under the damage!
The shield around Beyla crumbles.
Glorabrewen the mean looking elven guard hits Beyla for (14 absorbed), 0 physical, (1 absorbed), 2 nature, 3 temporal (5 total damage).
There is an exit to the worldmap here (press '' or right click to use).
Glorabrewen the mean looking elven guard uses Shield Pummel.
Beyla is stunned!
Glorabrewen the mean looking elven guard hits Beyla for 6 physical, 13 light, 8 physical, 13 light (39 total damage).
You cannot go into the wilds with the following effects: Stunned, Off-balance
Saving game...
