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 Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 15 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 6 on the 2nd Mirth 122nd year of Ascendancy at 07:43 / 6Killed by Elyna the Guardian at level 11 on the 14th Haze 122nd year of Ascendancy at 18:31 Killed by multi-hued crystal at level 12 on the 21st Haze 122nd year of Ascendancy at 21:43 Killed by Neryrebeth the white crystal at level 12 on the 22nd Haze 122nd year of Ascendancy at 19:08 Killed by Neramith the slaver at level 14 on the 29th Haze 122nd year of Ascendancy at 05:31 Killed by Dan at level 15 on the 1st Allure 123rd year of Ascendancy at 08:31 |
| Antimagic | Follower |
Primary Stats
| Strength | 33 (base 16) |
| Dexterity | 35 (base 30) |
| Constitution | 32 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 30 (base 20) |
| Cunning | 30 (base 28) |
Resources
| Life | 428/428 |
| Stamina | 192/192 |
| Equilibrium | 0 |
| Healing Factor | 1.41 |
| Regeneration | 11.598267630708 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
Offense: Barehand
| Damage | 52 |
| Accuracy | 30 |
| Crit Chance | 14% |
| APR | 9 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 28.31 (45.178571428571%) |
| Defense | 14.75 |
| Ranged Defense | 16.75 |
| Fatigue | 11 |
| Physical Save | 26.875 |
| Spell Save | 21.95 |
| Mental Save | 14 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 5% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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. |
| 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 169 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.50 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Countering melee attacks: Has a 14% chance to get an automatic counter attack when avoiding a melee attack. (1.4 counters remaining) Counter Attacking |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You failed to protect the lost anorithil from death by skeleton warrior. Escort: lost anorithil (level 1 of Ruins of Kor'Pul) | failed |
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 anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +2. | 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. | 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 have explored the Old Forest and vanquished Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+3 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: -3% Maximum encumbrance: +21 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
| On hands | dwarven-steel gauntlets 'Lisoma' (0 def, 2 armour) dwarven-steel gauntlets 'Lisoma' (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Damage when hit (Melee): 4 temporal Changes stats: +2 Str Changes resistances penetration: +5% temporal When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% Burst (radius 2) on crit: +4 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | miner's iron helm of dexterity (+3) (0 def, 4 armour) miner's iron helm of dexterity (+3) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +3 Dex Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Shadowhash [power 2] (10 cooldown) Shadowhash [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Dex / +1 Wil / +1 Con Changes resistances penetration: +5% darkness Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Issidukan IssidukanInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning / +6% darkness Changes damage: +12% lightning Disarm immunity: +5% Stun/Freeze immunity: +5% Rings can have magical properties. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| 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. |
| Main armor | impenetrable steel mail armour of lightning resistance (2 def, 13 armour) impenetrable steel mail armour of lightning resistance (2 def, 13 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +16% lightning A suit of armour made of mail. |
| Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | survivor's brass lantern survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Light radius: +2 Healing mod.: +11% 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. |
Inventory
Zorobers ZorobersCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes damage: +6% mind Stun/Freeze immunity: +21% Life regen: +0.80 Maximum hate: +2.00 Mindpower: +2 (+1 eff.) Rings can have magical properties. |
verdant woollen robe of frost (+18%) (0 def, 0 armour) verdant woollen robe of frost (+18%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +18% cold Changes damage: +7% nature / +12% cold Poison immunity: +22% Disease immunity: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic hardened leather armour of command (9 def, 11 armour) prismatic hardened leather armour of command (9 def, 11 armour)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +9 (+7 eff.) Fatigue: +8% Changes stats: +1 Cun Changes resistances: +12% light / +10% darkness Mental save: +12 (+9 eff.) A suit of armour made of leather. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning 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 219/400. 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 amethyst 2 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. |
Achievements
Antimagic! (Exploration mode)
Completed antimagic training in the Ziguranth camp.By Dan the Cornac Brawler level 10
2nd Haze 122nd year of Ascendancy at 12:34 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Dan the Cornac Brawler level 10
26th Dusk 122nd year of Ascendancy at 13:16 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Dan the Cornac Brawler level 10
26th Dusk 122nd year of Ascendancy at 13:15 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Dan the Cornac Brawler level 14
43rd Haze 122nd year of Ascendancy at 22:39 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Dan the Cornac Brawler level 8
5th Mirth 122nd year of Ascendancy at 03:42 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Dan the Cornac Brawler level 7
3rd Mirth 122nd year of Ascendancy at 23:05 see stats
Log
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
There is a A mysterious hole in the beach here (press '' or right click to use).
Dan can not wear (main armor): Glowrend the dwarven-steel plate armour (5 def, 11 armour) (not enough stat).
You gain 6.42 gold from the transmogrification of Glowrend the dwarven-steel plate armour (5 def, 11 armour).
You gain 0.60 gold from the transmogrification of cured leather armour (2 def, 4 armour).
You gain 0.50 gold from the transmogrification of steel waraxe (10.5-14.7 power, 3 apr).
You gain 2.87 gold from the transmogrification of insidious steel waraxe of erosion (14-19.6 power, 3 apr).
You gain 8.10 gold from the transmogrification of dwarven-steel waraxe 'Leledebers' (18-25.2 power, 4 apr).
You gain 7.05 gold from the transmogrification of Belumnir (8.5-9.35 power, 24 apr, nature damage).
You gain 0.70 gold from the transmogrification of steel mace of massacre (20-28 power, 3 apr).
You gain 1.74 gold from the transmogrification of steel greatmaul of purging (28-42 power, 2 apr).
You gain 1.88 gold from the transmogrification of steel greatmaul of erosion (26.5-39.75 power, 2 apr).
You gain 2.52 gold from the transmogrification of chilling steel greatmaul of projection (28.5-42.75 power, 2 apr).
You gain 7.23 gold from the transmogrification of elemental steel battleaxe of crippling (22-33 power, 2 apr).
You gain 1.09 gold from the transmogrification of manasurge rune of the titan (728% regen over 10 turns; 36 instant mana).
There is a ladder to worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
