Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! 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: 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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Bulwark |
Level / Exp | 13 / 57% |
Size | medium |
Lifes / Deaths | Killed by Emeludath the giant lightning ant at level 13 on the 44th Dusk 122nd year of Ascendancy at 17:25 / 1 |
Primary Stats
Strength | 42 (base 39) |
Dexterity | 19 (base 16) |
Constitution | 24 (base 23) |
Magic | 16 (base 10) |
Willpower | 14 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -15/423 |
Stamina | 116/116 |
Healing Factor | 1.2182474226804 |
Regeneration | 5.4425775898069 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 72 |
Accuracy | 42 |
Crit Chance | 5% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5.3333333333333 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Fire | +4% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Light | +25% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 40.790528230525 (92%) |
Defense | 29 |
Ranged Defense | 32 |
Fatigue | 35 |
Physical Save | 32 |
Spell Save | 45 |
Mental Save | 15 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 30%( 70%) |
All | + 4%( 70%) |
Darkness | + 7%( 70%) |
Light | + 7%( 70%) |
Temporal | + 7%( 70%) |
Fire | + 16%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 51% |
Confusion Resistance | 23% |
Instadeath Resistance | 100% |
Poison Resistance | 24% |
Knockback Resistance | 51% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 13 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 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 1 poison effect. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
talent | Shield Wall |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower 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. You have slain Bill. His treasure is yours for the taking. | done |
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 |
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: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed red crystal shard. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 within4 lumberjacks have died. | done |
Equipment
On feet | insulating pair of iron boots of evasion (12 def, 3 armour) insulating pair of iron boots of evasion (12 def, 3 armour)3.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +12 (+6 eff.) Fatigue +2% Resists +6% cold +7% fire Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Glimmerclash Glimmerclash2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +10% acid +25% light On Hit (Melee): * 15% chance to corrode armour by 30% ---------- misc Light +4 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 | Polebressra (0 def, 3 armour) Polebressra (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +6% cold +3% light +3% temporal ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | cinder iron gauntlets (0 def, 1 armour) cinder iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +6% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of clarity copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+5 eff.) Confus- +23% Rings can have magical properties. |
On fingers | marksman's copper ring of corrosion (+22%) marksman's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% acid Acc +6 (+2 eff.) ----- def ----- Resists +22% acid Rings can have magical properties. |
Around neck | steel amulet 'Dimpierce' steel amulet 'Dimpierce'0.1 T2 amulet jewelry [Rare] Disrupt While equipped: Stats +1 Str +6 Mag dps ---------- Res.pen +10% darkness ----- def ----- Resists +12% blight +11% nature +3% darkness Poison- +24% Disease- +23% ---------- misc Light +1 Telepathy Humanoid/Orc Amulets can have magical properties. |
In main hand | manaburning dwarven-steel waraxe of massacre (30-42 power, 4 apr) manaburning dwarven-steel waraxe of massacre (30-42 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Disrupt/Master Power 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 13 arcane resource burn One-handed war axes. |
Around waist | rough leather belt of life rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
In off hand | shocking steel shield (6 def, 2 armour, 19-22.8 power, 44.5 block) shocking steel shield (6 def, 2 armour, 19-22.8 power, 44.5 block)7.0 T2 shield armor [Ego] Nature When used to Attack: Power 19.0 - 22.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +44 On Hit: * 10% chance to daze at end of turn While equipped: dps ---------- Melee+ 5 lightning Melee Ret 12 lightning ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
Cloak | enveloping linen cloak of Iron Throne (6 def, 0 armour) enveloping linen cloak of Iron Throne (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | spiked iron plate armour of cold resistance (3 def, 7 armour) spiked iron plate armour of cold resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +15% cold A suit of armour made of metal plates. |
Inventory
steel ring of pilfering steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 84% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
miner's pair of hardened leather boots of uncanny dodging (3 def, 7 armour) miner's pair of hardened leather boots of uncanny dodging (3 def, 7 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +3% ---------- misc Infravis +1 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron helm 'Splendourwake' (0 def, 3 armour) iron helm 'Splendourwake' (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +5% Resists +9% cold +12% mind +3% light ---------- misc Light +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Oluneg the Earthwind (2 def, 4 armour) Oluneg the Earthwind (2 def, 4 armour)14.0 T1 heavy armor [Rare] Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Dmg.mod +18% nature ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +12 (+8 eff.) ---------- misc Infravis +2 A suit of armour made of mail. |
shocking steel shield (6 def, 2 armour, 16-19.2 power, 40 block) shocking steel shield (6 def, 2 armour, 16-19.2 power, 40 block)7.0 T2 shield armor [Ego] Nature When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 On Hit: * 13% chance to daze at end of turn While equipped: dps ---------- Melee+ 5 lightning Melee Ret 11 lightning ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
flaming quiver of ash arrows of accuracy (21/21, 20.5-28.7 power, 7 apr) flaming quiver of ash arrows of accuracy (21/21, 20.5-28.7 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Master Power 20.5 - 28.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +9 Apr +7 Crit +1.5% Capacity 21 On Hit.r1 +17 fire Arrows are used with bows to pierce your foes to death. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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
By Heiati the Cornac Bulwark level 10
24th Dusk 122nd year of Ascendancy at 11:29 see stats
By Heiati the Cornac Bulwark level 10
7th Flare 122nd year of Ascendancy at 02:42 see stats
By Heiati the Cornac Bulwark level 7
78th Pyre 122nd year of Ascendancy at 23:47 see stats
Log
Heiati receives 61 healing from Infusion: Healing.
Weakness Disease from Shardskin hits Heiati for 6 blight damage.
Burning from Shardskin hits Heiati for 9 fire damage.
Shardskin casts Fire Storm.
Weakness Disease from Shardskin hits Heiati for 6 blight damage.
Burning from Shardskin hits Heiati for 9 fire damage.
Shardskin's firestorm hits Heiati for 18 fire damage.
Heiati stops burning.
Shardskin's firestorm hits Heiati for 18 fire damage.
Weakness Disease from Shardskin hits Heiati for 6 blight damage.
Shardskin's firestorm hits Heiati for 18 fire damage.
Heiati is free from the weakness disease.
Talent Infusion: Regeneration is ready to use.
Shardskin casts Rune: Shielding.
A shield forms around Shardskin.
Shardskin HEALS from arcane damage!
Heiati hits Shardskin for (81 absorbed), 0 physical, (11 absorbed), 0 arcane, 3 healing, (5 absorbed), 0 lightning, (17 absorbed), 0 arcane, 4 healing, (5 absorbed), 0 fire (0 total damage) [7 healing].
Shardskin's firestorm hits Heiati for 18 fire damage.
Heiati feels pain again.
Shardskin's firestorm hits Heiati for 21 fire damage.
Shardskin's firestorm hits Heiati for 21 fire damage.
Shardskin's firestorm hits Heiati for 21 fire damage.
Saving game...