Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Sun Paladin |
Level / Exp | 4 / 39% |
Size | medium |
Lifes / Deaths | no deaths recorded 2 / 0 |
Primary Stats
Strength | 14 (base 16) |
Dexterity | 11 (base 10) |
Constitution | 10 (base 10) |
Magic | 16 (base 14) |
Willpower | 13 (base 10) |
Cunning | 11 (base 10) |
Resources
Life | 149/149 |
Positive | 0/59 |
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 | 9 |
Accuracy | 5 |
Crit Chance | 1% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 16 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 13.5 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 10.62 (59.10447761194%) |
Defense | 6.35 |
Ranged Defense | 10.35 |
Fatigue | 18 |
Physical Save | 8.4 |
Spell Save | 10.15 |
Mental Save | 8.4 |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 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: 14 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 / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
Equipment
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 off hand | iron shield (4 def, 2 armour, 9-10.8 power, 20.5 block) iron shield (4 def, 2 armour, 9-10.8 power, 20.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
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 mace (11-15.4 power, 2 apr) iron mace (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Inventory
heat beam rune (40 fire damage) heat beam rune (40 fire damage)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: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. dwarven-steel greatmaul 'Tempestmire' (40-60 power, 4 apr)dwarven-steel greatmaul 'Tempestmire' (40-60 power, 4 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +8 arcane When wielded/worn: Armour penetration: +12 Physical crit. chance: +16.0% Changes resistances: +1% physical Changes damage: +3% lightning Critical mult.: +23.00% Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Maximum stamina: +5.00 Massive two-handed mauls. |
iron greatsword (16-25.6 power, 1 apr) iron greatsword (16-25.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. Dayransom the elven-wood wand of conjuration [power 409] (10 cooldown)Dayransom the elven-wood wand of conjuration [power 409] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 12 nature Changes resistances: +9% light Changes resistances penetration: +5% arcane Changes damage: +3% arcane / +6% light It can be used to fire a bolt of a random element (dam 204-409), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 13 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Showing big healthbars and tactical borders.
Saving done.
Today is the 74th Pyre of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 11:01.
Talent Block is ready to use.
Globeth the human sun-paladin is asphyxiating!
You feel a surge of power as a powerful creature falls nearby.
Welcome to level 2 [Asdf].
Asdf has 5 stat point(s), 3 class talent point(s), 2 generic talent point(s) to spend. Press p to use them.
You have gained one more life (2 remaining).
Welcome to level 3 [Asdf].
Asdf has 8 stat point(s), 4 class talent point(s), 3 generic talent point(s) to spend. Press p to use them.
Goldath the human guard is asphyxiating!
You somehow avoid the trap (Sook's Runes and other Harmless Contraptions).
Ran for 6 turns (stop reason: didn't move).
You feel a surge of power as a powerful creature falls nearby.
Welcome to level 4 [Asdf].
Asdf has 11 stat point(s), 5 class talent point(s), 4 generic talent point(s) to spend. Press p to use them.
Asdf picks up (b.): dwarven-steel greatmaul 'Tempestmire' (40-60 power, 4 apr).
Asdf picks up (g.): Dayransom the elven-wood wand of conjuration [power 409] (10 cooldown).
Ran for 5 turns (stop reason: didn't move).
You somehow avoid the trap (Sarah's Herbal Infusions).
Ran for 5 turns (stop reason: didn't move).