Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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:
Items Vault 1.2.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Berserker |
| Level / Exp | 12 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by disarming trap at level 12 on the 33rd Dusk 122nd year of Ascendancy at 01:16 / 1 |
Primary Stats
| Strength | 43 (base 37) |
| Dexterity | 16 (base 11) |
| Constitution | 26 (base 22) |
| Magic | 15 (base 10) |
| Willpower | 3.605419599722 (base 10) |
| Cunning | 7.605419599722 (base 10) |
Resources
| Life | -75/336 |
| Stamina | 41/67 |
| Equilibrium | 29 |
| Healing Factor | 1.21 |
| Regeneration | 65.954131841547 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +113.4369942266% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 5 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 44 |
| Crit Chance | 58% |
| APR | 2 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 5.5659615596942 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 7.5 |
| Ranged Defense | 7.5 |
| Fatigue | 5 |
| Physical Save | 25.6 |
| Spell Save | 13.561896859903 |
| Mental Save | 22.486896859903 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Stun Resistance | 100% |
| Blind Resistance | 37% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 438% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 232 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| talent | Berserker Rage |
| detrimental effect | The target is on fire, taking 32.90 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target has been revealed, reducing its stealth power by 18. Luminescence |
| beneficial effect | A flow of life spins around the target, regenerating 46.44 life per turn. Regeneration |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Increases critical hit chance by 39%. Berserker Rage |
| detrimental effect | Huge cut that bleeds, doing 3.33 physical damage per turn. Bleeding |
| detrimental effect | The target is in extreme anguish, preventing them from making tactical decisions, and reducing Willpower by 9 and Cunning by 9. Anguish |
| beneficial effect | Increases global action speed by 13%. Speed |
| beneficial effect | The target is recovering 18 life each turn. Recovery |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lost sun paladin from death by white worm mass. Escort: lost sun paladin (level 2 of Scintillating Caves) | failed |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed sandworm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Turebar (0 def, 5 armour) Turebar (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances: +3% lightning / +6% fire / +6% cold Blindness immunity: +15% Maximum life: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ravendeath the brass lantern Ravendeath the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +3% darkness Grants telepathy: Humanoid/Orc Physical save: +6 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. |
| On head | rough leather cap 'Polina' (0 def, 5 armour) rough leather cap 'Polina' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 Armour: +5 Fatigue: +1% Changes stats: +3 Str / +3 Con Changes resistances: +3% nature Stun/Freeze immunity: +5% A cap made of leather. |
| Tool | rushing yew totem of thorny skin [power 43] (20 cooldown) rushing yew totem of thorny skin [power 43] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent granted: +2 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's copper ring of sensing mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Blindness immunity: +22% Infravision radius: +4 See stealth: +5 See invisible: +7 Rings can have magical properties. |
| On fingers | Lightpall LightpallPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 fire Changes stats: +3 Mag Changes resistances: +3% fire Changes damage: +3% light Spell save: +6 Rings can have magical properties. |
| Around waist | Eremyrerim EremyrerimCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +6 Cun / +6 Lck Changes resistances: +3% cold Critical mult.: +10.00% Trap disarming bonus: +7 Stealth bonus: +7 Mental save: +20 Equilibrium when hit: +0.04 Infravision radius: +4 A belt that goes around your waist. |
| In main hand | steel greatsword 'Isille' (23.5-37.6 power, 2 apr) steel greatsword 'Isille' (23.5-37.6 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 9% chance to disease Damage (Melee): +10 blight / +12 cold / +12 darkness Damage against: +10% Living When wielded/worn: Changes resistances: +6% light / +3% temporal Massive two-handed swords. |
| On hands | iron gauntlets of strength (+3) (0 def, 1 armour) iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +3 Str Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Zuberiarianor the cured leather armour (2 def, 4 armour) Zuberiarianor the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Effects on melee hit: * 20 arcane resource burn Changes resistances: +17% lightning / +16% temporal / +6% acid / +3% fire Life regen: +4.40 Healing mod.: +10% A suit of armour made of leather. |
| Cloak | Samizilantir the Dawnbone (1 def, 0 armour) Samizilantir the Dawnbone (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +1 Con Changes damage: +9% acid Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Squalortooth the copper amulet Squalortooth the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +11% lightning Stun/Freeze immunity: +20% See invisible: +3 Amulets can have magical properties. |
Inventory
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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, 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nurge Four the Shalore Berserker level 9
8th Dusk 122nd year of Ascendancy at 02:47 see stats
Fast Curse Dispel (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Nurge Four the Shalore Berserker level 9
8th Dusk 122nd year of Ascendancy at 02:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nurge Four the Shalore Berserker level 10
12nd Dusk 122nd year of Ascendancy at 09:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nurge Four the Shalore Berserker level 9
2nd Dusk 122nd year of Ascendancy at 20:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Nurge Four the Shalore Berserker level 12
28th Dusk 122nd year of Ascendancy at 22:32 see stats
Log
Cyrysenn the weaver young's Flame hits Nurge Four for 63 fire damage.
Xerorin the king cobra hits Nurge Four for 9 physical, 1 nature, 10 physical, 4 nature, 4 darkness (27 total damage).
Stunning Blow is still on cooldown for 1 turns.
Nurge Four hits Xerorin the king cobra for 87 physical damage.
Nurge Four killed Xerorin the king cobra!
Talent Stunning Blow is ready to use.
Nurge Four receives 22 healing.
Burning from Cyrysenn the weaver young hits Nurge Four for 21 fire damage.
Bleeding from Xerorin the king cobra hits Nurge Four for 2 physical damage.
Cyrysenn the weaver young casts Pulverizing Auger.
Cyrysenn the weaver young hits Nurge Four for 76 physical damage.
Nurge Four rushes out!
Cyrysenn the weaver young slows down.
Cyrysenn the weaver young takes fate by the hand.
Cyrysenn the weaver young is dazed!
Nurge Four hits Cyrysenn the weaver young for 111 physical, 8 blight, 10 cold, 11 darkness, 17 arcane (157 total damage).
Nurge Four receives 22 healing.
Burning from Cyrysenn the weaver young hits Nurge Four for 9 fire damage.
Bleeding from Xerorin the king cobra hits Nurge Four for 2 physical damage.
Bethythra the brown mold casts Searing Light.
Bethythra the brown mold's light area effect hits Nurge Four for 44 light damage.
Bethythra the brown mold hits Nurge Four for 90 light damage.
Cyrysenn the weaver young is not dazed anymore.
Nurge Four hits Cyrysenn the weaver young for 8 fire damage.
Cyrysenn the weaver young hits Nurge Four for 7 physical damage.
Nurge Four triggers a trap (Xerorin the king cobra's disarming trap)!
Saving game...
