
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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 1.3.0Donators/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:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 4 / 72% |
Size | medium |
Lifes / Deaths | Killed by Emeledhelle the human citizen at level 4 on the 1st Mirth 122nd year of Ascendancy at 10:31 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 13 (base 13) |
Constitution | 10 (base 10) |
Magic | 13 (base 13) |
Willpower | 10 (base 10) |
Cunning | 13 (base 13) |
Resources
Life | -5/135 |
Mana | 106/118 |
Stamina | 89/89 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 13 |
Accuracy | 19 |
Crit Chance | 9% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 7 |
Accuracy | 19 |
Crit Chance | 9% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 2 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 6 |
Physical Save | 7 |
Spell Save | 8 |
Mental Save | 8 |
Defense: Immunities
Instadeath Resistance | 100% |
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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
talent | Shadow Combat |
detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
In off hand | iron dagger (9-11.7 power, 5 apr) iron dagger (9-11.7 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
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. |
In main hand | iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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 instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel greatsword (37-59.2 power, 2 apr)arcing dwarven-steel greatsword (37-59.2 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. surging ash magestaff of power (15-18 power, 3 apr, cold element)surging ash magestaff of power (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +10 (+8 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. mighty dwarven-steel steamgun of coldmighty dwarven-steel steamgun of cold Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +8 cold Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +1 Str Changes damage: +12% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. mighty steel steamgunmighty steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Layakira' (22-30.8 power, 4 apr)dwarven-steel waraxe 'Layakira' (22-30.8 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 111% On weapon hit: * 15% chance to cause random gloom Damage (Melee): +11 mind When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +11 Changes stats: +4 Dex / +2 Wil / +3 Cun Changes resistances: +5% arcane Changes resistances penetration: +8% physical Changes damage: +7% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. thick cashmere cloak of Eldoral (2 def, 7 armour)thick cashmere cloak of Eldoral (2 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes stats: +2 Cun / +2 Dex 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. |
This item will automatically be transmogrified when you leave the level. shimmering woollen robe (0 def, 0 armour)shimmering woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes damage: +12% arcane Maximum mana: +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm of might (0 def, 4 armour)dwarven-steel helm of might (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str / +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour of stability (3 def, 6 armour)rejuvenating hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +6% physical Physical save: +15 (+14 eff.) Life regen: +2.00 Stamina each turn: +1.10 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp of clarityalchemist's lamp of clarity Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+8 eff.) Light radius: +3 See stealth: +10 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots of vileness (22/22, 13.5-16.2 power, 1 apr)pouch of iron shots of vileness (22/22, 13.5-16.2 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 22 On weapon hit: * 6% chance to disease Damage (Ranged): +8 blight Shots are used with slings to pummel your foes to death. |
Achievements
Log
Mordor picks up (i.): pouch of iron shots of vileness (22/22, 13.5-16.2 power, 1 apr).
Mordor picks up (e.): thick cashmere cloak of Eldoral (2 def, 7 armour).
Mordor picks up (h.): rejuvenating hardened leather armour of stability (3 def, 6 armour).
Mordor picks up (i.): alchemist's lamp of clarity.
Mordor picks up (d.): mighty steel steamgun.
Mordor picks up (d.): mighty dwarven-steel steamgun of cold.
There is an exit to the worldmap here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 19 turns (stop reason: at exit).
Mordor activates Shadow Combat.
Emeledhelle the human citizen says: 'Catch him!'
Human citizen says: 'Catch him!'
Halfling citizen says: 'Catch him!'
Mordor hits Emeledhelle the human citizen for 1 physical, 6 darkness, 0 physical, 6 darkness (14 total damage).
Emeledhelle the human citizen hits Mordor for 12 light, 12 fire, 12 light, 12 fire (47 total damage).
Halfling citizen uses Infusion: Primal.
Halfling citizen attunes to the wild.
Emeledhelle the human citizen uses Block.
Human citizen uses Highborn's Bloom.
Mordor hits Emeledhelle the human citizen for (1 blocked), 0 physical, 6 darkness, (0 blocked), 0 physical, 6 darkness (13 total damage).
Emeledhelle the human citizen hits Mordor for 12 light, 12 fire, 12 light, 12 fire (47 total damage).
Halfling citizen uses Luck of the Little Folk.
Halfling citizen seems more aware.
Human citizen uses Infusion: Regeneration.
Human citizen starts regenerating health quickly.
Saving game...