Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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! ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Doombringer |
Level / Exp | 10 / 75% |
Size | big |
Lifes / Deaths | Killed by mutilator at level 3 on the 75th Pyre 122nd year of Ascendancy at 10:06 0 / 5Killed by sick giant venus flytrap at level 6 on the 79th Pyre 122nd year of Ascendancy at 00:54 Killed by Bill the Stone Troll at level 9 on the 8th Mirth 122nd year of Ascendancy at 10:45 Killed by fire drake hatchling at level 10 on the 3rd Flare 122nd year of Ascendancy at 23:33 Killed by fire drake hatchling at level 10 on the 3rd Flare 122nd year of Ascendancy at 23:58 |
Primary Stats
Strength | 33 (base 30) |
Dexterity | 10 (base 10) |
Constitution | 12 (base 12) |
Magic | 29 (base 26) |
Willpower | 10 (base 10) |
Cunning | 11 (base 11) |
Resources
Life | -2/274 |
Stamina | 104/127 |
Vim | 136/136 |
Healing Factor | 1 |
Regeneration | 23.73 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
See Stealth | 10 |
Offense: Mainhand
Damage | 29 |
Accuracy | 32 |
Crit Chance | 10% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25.5 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 11.4 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 17.19 (73.452380952381%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 17 |
Physical Save | 15.75 |
Spell Save | 18.65 |
Mental Save | 7.35 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 117 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Corruption / Torture | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 23.48 life per turn. Regeneration |
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+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 |
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 |
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
Tool | [vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] Imp ClawImp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (100%) Damage (Melee): +0(-9) mind When wielded/worn: Changes damage: +0%(-9%) blight Mana each turn: +0.00 (-0.08) Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 93.38 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On hands | [vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (100%) Damage (Melee): +0(-9) mind When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +0%(-9%) blight / +8% temporal / +8% darkness Mana each turn: +0.00 (-0.08) N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Around neck | [vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] copper amulet of strength (+3)copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (100%) Damage (Melee): +0(-9) mind When wielded/worn: Changes stats: +3 Str Changes damage: +0%(-9%) blight Mana each turn: +0.00 (-0.08) Amulets can have magical properties. |
Main armor | [vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] 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 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (100%) Damage (Melee): +0(-9) mind When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes damage: +0%(-9%) blight Mana each turn: +0.00 (-0.08) A suit of armour made of mail. |
Around waist | [vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] rough leather belt of the giantsrough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (100%) Damage (Melee): +0(-9) mind When wielded/worn: Physical power: +3 Changes damage: +0%(-9%) blight Spell save: +5 Mana each turn: +0.00 (-0.08) Size category: +1 A belt that goes around your waist. |
Light source | [vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (100%) Damage (Melee): +0(-9) mind When wielded/worn: Changes damage: +0%(-9%) blight Mana each turn: +0.00 (-0.08) 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. |
On head | [vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] miner's iron helm (0 def, 5 armour)miner's iron helm (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (100%) Damage (Melee): +0(-9) mind When wielded/worn: Armour: +5 Fatigue: +5% Changes damage: +0%(-9%) blight Mana each turn: +0.00 (-0.08) Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
In main hand | [vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] steel greatsword 'Fulitokan' (22-35.2 power, 2 apr)steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 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% (-) Damage (Melee): +9(-) mind When wielded/worn: Changes damage: +9%(-) blight Mana each turn: +0.08 (-) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed swords. |
Inventory
[vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] acidic iron greatmaul (18-27 power, 1 apr)This item will automatically be transmogrified when you leave the level. acidic iron greatmaul (18-27 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0(-4.0 - -8.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-1) Physical crit. chance: +0.5% (-2.5%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +9 acid / +0(-9) mind When wielded/worn: Changes damage: +0%(-9%) blight Mana each turn: +0.00 (-0.08) Massive two-handed mauls. |
[vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] iron greatmaul of vileness (19.5-29.25 power, 1 apr)This item will automatically be transmogrified when you leave the level. iron greatmaul of vileness (19.5-29.25 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.5 - 29.3(-2.5 - -6.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-1) Physical crit. chance: +0.5% (-2.5%) Attack speed: 100% (-) On weapon hit: * 7% chance to disease (+7%) Damage (Melee): +7 blight / +0(-9) mind When wielded/worn: Changes damage: +0%(-9%) blight Mana each turn: +0.00 (-0.08) Massive two-handed mauls. |
[vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] elm starstaff (10-12 power, 2 apr, darkness element)This item will automatically be transmogrified when you leave the level. elm starstaff (10-12 power, 2 apr, darkness element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-12.0 - -23.2) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) Damage (Melee): +0(-9) mind When wielded/worn: Changes damage: +10% darkness / +0%(-9%) blight Talent granted: +1 Command Staff Mana each turn: +0.00 (-0.08) Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
[vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] pouch of steel shots of erosion (18/18, 18.5-22.2 power, 2 apr)This item will automatically be transmogrified when you leave the level. pouch of steel shots of erosion (18/18, 18.5-22.2 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2(-3.5 - -13.0) Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +4.5% (+1.5%) Attack speed: 100% (100%) Capacity: 18 Damage (Melee): +0(-9) mind Damage (Ranged): +6 nature / +5 temporal When wielded/worn: Changes damage: +0%(-9%) blight Mana each turn: +0.00 (-0.08) Shots are used with slings to pummel your foes to death. |
[vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] iron gauntlets (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (100%) Damage (Melee): +0(-9) mind When wielded/worn: Armour: +1 Changes damage: +0%(-9%) blight Mana each turn: +0.00 (-0.08) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (100%) Damage (Melee): +0(-9) mind When wielded/worn: Changes damage: +0%(-9%) blight Mana each turn: +0.00 (-0.08) When carried: This orb will automatically identify items you find. |
[vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (100%) Damage (Melee): +0(-9) mind When wielded/worn: Changes damage: +0%(-9%) blight Mana each turn: +0.00 (-0.08) 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. |
[vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (100%) Damage (Melee): +0(-9) mind When wielded/worn: Changes damage: +0%(-9%) blight Mana each turn: +0.00 (-0.08) 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. |
[vs. steel greatsword 'Fulitokan' (22-35.2 power, 2 apr) (In main hand)] Rod of AsphyxiationRod of Asphyxiation Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (100%) Damage (Melee): +0(-9) mind When wielded/worn: Changes damage: +0%(-9%) blight Mana each turn: +0.00 (-0.08) It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Achievements
By The River Bung the Cornac Doombringer level 6
78th Pyre 122nd year of Ascendancy at 22:27 see stats
By The River Bung the Cornac Doombringer level 10
8th Mirth 122nd year of Ascendancy at 11:38 see stats
By The River Bung the Cornac Doombringer level 10
9th Mirth 122nd year of Ascendancy at 06:25 see stats
Log
Fire drake hatchling resists the searing flame!
The River Bung steals life from Fire drake hatchling!
The River Bung hits Fire drake hatchling for 27 physical, 26 temporal, 24 physical, 4 mind, 0 fire, 41 physical, 4 mind, 0 fire (127 total damage).
Fire drake hatchling hits The River Bung for 5 healing, 4 healing, 4 healing, 2 fire, 7 healing, 2 fire, 29 physical (33 total damage) [20 healing].
Burning from The River Bung hits Fire drake hatchling for 0 fire damage.
Fire drake hatchling hits The River Bung for 27 physical damage.
Fire drake hatchling hits The River Bung for 28 physical damage.
Burning from The River Bung hits Fire drake hatchling for 0 fire damage.
The River Bung hits Fire drake hatchling for 25 physical, 9 mind, 0 fire (34 total damage).
Burning from The River Bung hits Fire drake hatchling for 0 fire damage.
Fire drake hatchling hits The River Bung for 2 fire, 28 physical (30 total damage).
Burning from The River Bung hits Fire drake hatchling for 0 fire damage.
Fire drake hatchling hits The River Bung for 25 physical damage.
Fire drake hatchling hits The River Bung for 30 physical damage.
Burning from The River Bung hits Fire drake hatchling for 0 fire damage.
Fire drake hatchling resists the mind attack!
The River Bung hits Fire drake hatchling for 24 physical, 4 mind, 0 fire (29 total damage).
Burning from The River Bung hits Fire drake hatchling for 0 fire damage.
Fire drake hatchling hits The River Bung for 2 fire, 29 physical (31 total damage).
Burning from The River Bung hits Fire drake hatchling for 0 fire damage.
Fire drake hatchling stops burning.
Fire drake hatchling hits The River Bung for 29 physical damage.
Fire drake hatchling hits The River Bung for 25 physical damage.
The River Bung uses Infusion: Regeneration.
The River Bung starts regenerating health quickly.
Fire drake hatchling stops burning.
Saving game...