Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Protos race 0.2 1.3.5Protos race. Warlock Class 1.2.5Warlocks are masters of the demonic arts. Clothed in cloth, they excel in using curses, firing bolts of fire or shadow, and summoning demons to help them in combat. Warlocks, while being excellent spell casters, also excel in providing quirky buffs and utility. A warlock has very powerful abilities that, if used correctly, make them a very formidable opponent. Using their curses in combination with direct damage spells and fears, Warlocks wreak havoc and destruction. The class is in an alpha stage but is playable. Randboss Rando 1.3.1Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Subrace Pack 1.3.1Adds in some random subraces. Power levels may vary. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | DarkTemplar |
Class | None |
Level / Exp | 5 / 8% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 29 (base 14) |
Dexterity | 28 (base 11) |
Constitution | 37 (base 22) |
Magic | 35 (base 20) |
Willpower | 38 (base 23) |
Cunning | 38 (base 23) |
Resources
Mana | 264/264 |
Psi | 176/177 |
Equilibrium | 0 |
Life | 262/263 |
Positive | 0/62 |
Stamina | 182/182 |
Psi_feedback | 62/100 |
Healing Factor | 1 |
Regeneration | 10 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
Offense: Mainhand
Damage | 25 |
Accuracy | 44 |
Crit Chance | 35% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 44 |
Crit Chance | 35% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 33.769620253165 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 24.15 |
Ranged Defense | 24.15 |
Fatigue | 6 |
Physical Save | 25.925 |
Spell Save | 27.15 |
Mental Save | 27.675 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 100% |
Poison Resistance | 100% |
Confusion Resistance | 0% |
Inscriptions (0/3)
Class Talents
Cunning / Shadow magic | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 2.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Corruption / Torment | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 2.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.0)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 5%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You failed to protect the repented thief from death by white worm mass. Escort: repented thief (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
Psionic focus | potent iron sceptre of dark (Nightmares) (16-22.4 power, 2 apr) potent iron sceptre of dark (Nightmares) (16-22.4 power, 2 apr)Requires: - Magic 10 - Constitution 10 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 1 Base power: 16.0 - 22.4 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +8 darkness When wielded/worn: Changes damage: +10% darkness Spellpower: +5 (+2 eff.) Curse of Nightmares Blunt and deadly. |
On hands | iron gauntlets (Shrouds) (0 def, 1 armour) iron gauntlets (Shrouds) (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
In main hand | mossy mindstar (Misfortune) (2-2.2 power, 12 apr, mind damage) mossy mindstar (Misfortune) (2-2.2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Main armor | rough leather armour (Corpses) (1 def, 2 armour) rough leather armour (Corpses) (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% Curse of Corpses A suit of armour made of leather. |
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. |
Cloak | resilient linen cloak (Madness) (1 def, 0 armour) resilient linen cloak (Madness) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +31.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In off hand | mossy mindstar (Nightmares) (3-3.3 power, 12 apr, nature damage) mossy mindstar (Nightmares) (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Inventory
This item will automatically be transmogrified when you leave the level. vision rune of the wizard (radius 9; dur 12; see demon)vision rune of the wizard (radius 9; dur 12; see demon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 16) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any demon around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Kor's Fall (Shrouds) (10-12 power, 0 apr, physical element)Kor's Fall (Shrouds) (10-12 power, 0 apr, physical element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+4 eff.) Spell crit. chance: +8% See invisible: +2 Curse of Shrouds It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 78.58 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots of uncanny dodging (Nightmares) (2 def, 1 armour)pair of rough leather boots of uncanny dodging (Nightmares) (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Curse of Nightmares A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (94 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
go go power hits Giant brown rat for 26 mind, 28 nature (54 total damage).
go go power converts some damage to Psi!
go go power killed Giant brown rat!
Hornet swarm hits go go power for 1 to psi, 1 physical (2 total damage).
Hornet swarm misses go go power.
go go power converts some damage to Psi!
Hornet swarm hits go go power for 1 to psi, 1 physical (2 total damage).
go go power receives 2 healing (2 psi heal).
Go go power picks up (a.): Summertide Phial.
Go go power picks up (a.): pair of rough leather boots of uncanny dodging (Nightmares) (2 def, 1 armour).
Go go power picks up (e.): citrine.
Go go power picks up (a.): vision rune of the wizard (radius 9; dur 12; see demon).
Go go power picks up (b.): Kor's Fall (Shrouds) (10-12 power, 0 apr, physical element).
Lore found: Rod of Recall (1/1)
You can read all your collected lore in the game menu, by pressing Escape.
Go go power picks up (f.): Rod of Recall (1/1).
Lore found: tattered paper scrap (trollmire)
You can read all your collected lore in the game menu, by pressing Escape.
Accepted quest 'Hidden treasure'! (Press 'j' to see the quest log)
Lore found: Summertide Phial
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Kor's Fall (Shrouds)
You can read all your collected lore in the game menu, by pressing Escape.
go go power converts some damage to Psi!
Hornet swarm hits go go power for 1 to psi, 1 physical (2 total damage).
Hornet swarm misses go go power.
Hornet swarm misses go go power.