Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Ashes of Urh'Rok 1.5.0Official 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:
Embers of Rage 1.5.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Arcane Blade |
| Level / Exp | 10 / 75% |
| Size | small |
| Lifes / Deaths | Killed by Layath the brown bear at level 10 on the 1st Flare 122nd year of Ascendancy at 04:13 / 1 |
Primary Stats
| Strength | 29 (base 27) |
| Dexterity | 23 (base 19) |
| Constitution | 16 (base 10) |
| Magic | 23 (base 20) |
| Willpower | 12 (base 10) |
| Cunning | 22 (base 13) |
Resources
| Life | -10/282 |
| Mana | 91/113 |
| Stamina | 71/92 |
| Healing Factor | 1.4683870967743 |
| Regeneration | 17.987741935485 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 31 |
| Crit Chance | 46% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 31 |
| Crit Chance | 40% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 30.062037804251 (69.102564102564%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 14 |
| Physical Save | 32 |
| Spell Save | 27 |
| Mental Save | 27 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Silence Resistance | 22% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 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: 22 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 721% for 10 turns and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Shielding |
| talent | Fiery Hands |
| talent | Arcane Combat |
| beneficial effect | The target's luck and cunning combine to grant it 23% higher critical chance and 23 saves. Halflings's Luck |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The mana surge engulfs the target, regenerating 3.59 mana per turn. Surging mana |
| beneficial effect | The target is recovering 18 life each turn. Recovery |
| detrimental effect | Huge cut that bleeds, doing 1.00 physical damage per turn. Bleeding |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 5 defense. Evasion |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 Possessed. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. * You've found the needed bear paw. | active |
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 |
Equipment
| On feet | pair of iron boots 'Kindlepain' (0 def, 3 armour) pair of iron boots 'Kindlepain' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes resistances: +3% blight Changes resistances penetration: +25% light Silence immunity: +22% Confusion immunity: +20% Stun/Freeze immunity: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Shimmerveil the brass lantern Shimmerveil the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances: +9% darkness / +3% lightning Physical save: +6 (+3 eff.) Light radius: +2 Healing mod.: +12% 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. |
| On head | iron helm 'Dazzleorder' (0 def, 3 armour) iron helm 'Dazzleorder' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 16 light Changes stats: +3 Str / +1 Dex / +1 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances: +3% light Mindpower: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Garuidir' copper ring 'Garuidir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +2 Cun Changes resistances: +3% temporal Changes resistances penetration: +10% temporal Changes damage: +12% acid Rings can have magical properties. |
| On fingers | rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings can have magical properties. |
| Around waist | spiritwalker's hardened leather belt of shielding spiritwalker's hardened leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Changes stats: +2 Mag Mana each turn: +0.10 Maximum mana: +29.00 It can be used to create a temporary shield that absorbs 173 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| In off hand | Eilinimira the Brightwinter (111% power, 7 apr) Eilinimira the Brightwinter (111% power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +22 insidious poison / +8 lightning / +4 fire Burst (radius 1) on hit: +12 fire When wielded/worn: Changes resistances penetration: +10% lightning Changes damage: +18% fire Sharp, short and deadly. |
| Main armor | Vorekira the iron mail armour (2 def, 10 armour) Vorekira the iron mail armour (2 def, 10 armour)Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Con Changes resistances: +16% temporal Changes resistances penetration: +25% physical Healing mod.: +30% A suit of armour made of mail. |
Inventory
iron gauntlets 'Isorin' (0 def, 1 armour) iron gauntlets 'Isorin' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +5 Physical power: +5 (+3 eff.) Armour: +1 Changes stats: +2 Mag / +1 Cun / +3 Con Changes resistances: +6% blight Changes damage: +3% acid Spell save: +9 (+5 eff.) Infravision radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Bethanor the Noonterror (0 def, 1 armour)Bethanor the Noonterror (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 light Changes stats: +3 Cun / +3 Wil Changes resistances: +9% light Changes damage: +3% light Mindpower: +3 (+1 eff.) Light radius: +1 A cap made of leather. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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 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. |
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. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 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. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Idkaon the Halfling Arcane Blade level 10
2nd Summertide 122nd year of Ascendancy at 11:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Idkaon the Halfling Arcane Blade level 8
79th Pyre 122nd year of Ascendancy at 12:05 see stats
Log
Idkaon deflects the projectile from Layath the brown bear to the northeast!
Idkaon uses Luck of the Little Folk.
Idkaon seems more aware.
Idkaon is no longer evading attacks.
Talent Earthen Missiles is ready to use.
Bleeding from Layath the brown bear hits Idkaon for 1 physical damage.
Layath the brown bear stops bleeding.
Layath the brown bear uses Shattering Shout.
Idkaon is recovering from the damage!
Idkaon tries to evade attacks.
Layath the brown bear hits Idkaon for 139 physical damage.
Idkaon casts Earthen Missiles.
Idkaon's spell attains critical power!
Idkaon stops bleeding.
Layath the brown bear starts to bleed.
Idkaon's Earthen Missiles hits Layath the brown bear for 22 physical, 4 physical (26 total damage).
Idkaon's Earthen Missiles hits Layath the brown bear for 33 physical, 6 physical (39 total damage).
Idkaon receives 26 healing.
Bleeding from Idkaon hits Layath the brown bear for 9 physical damage.
Layath the brown bear shoots!
Idkaon starts to bleed.
Layath the brown bear's Shoot hits Idkaon for 26 physical, 5 temporal, 5 nature, 1 physical (36 total damage).
Bleeding from Layath the brown bear hits Idkaon for 1 physical damage.
Idkaon receives 26 healing.
Bleeding from Idkaon hits Layath the brown bear for 9 physical damage.
Layath the brown bear uses Emergency Steam Purge.
Saving game...
