











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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. Items Vault 1.7.6Donators/Buyers bonus! 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. Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 51 / 13% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 61 (base 61) |
Dexterity | 42 (base 40) |
Constitution | 61 (base 61) |
Magic | 61 (base 61) |
Willpower | 40 (base 40) |
Cunning | 30 (base 30) |
Resources
Life | 1973/1973 |
Positive | 130/130 |
Healing Factor | 1.3349470706755 |
Regeneration | 24.951144727251 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
Offense: Mainhand
Damage | 99 |
Accuracy | 47 |
Crit Chance | 42% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 43 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Light | +27% |
Cold | +15% |
Blight | +5% |
Acid | +3% |
Fire | +20% |
All | 0% |
Offense: Damage Penetration
Light | +53% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 50.551211628464 (73.607947236566%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 38 |
Physical Save | 35 |
Spell Save | 52 |
Mental Save | 38 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 19%( 70%) |
Physical | + 13%( 70%) |
Cold | + 34%( 70%) |
All | + 12%( 70%) |
Lightning | + 33%( 70%) |
Light | + 46%( 70%) |
Temporal | + 17%( 70%) |
Fire | + 50%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 61% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 583% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.73 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Celestial / Sun | 1.73 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.73 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Celestial / Light | 1.73 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.73 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Gravitic Effulgence |
talent | Weapon of Light |
talent | Chant of Fortitude |
talent | Second Life |
talent | Searing Sight |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Changes resistances: +7% lightning / +5% temporal / +3% acid Changes resistances penetration: +10% cold Changes damage: +3% acid / +3% cold Infravision radius: +1 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +8 Defense: +15 (+5 eff.) Fatigue: +3% Damage (Melee): 10 blight Damage when hit (Melee): 4 physical Changes resistances: +8% blight Changes damage: +5% blight / +3% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +6% fire / +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+4 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 1/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +1% physical / +22% fire Changes damage: +11% fire Mental save: +6 (+3 eff.) Rings make your fingers look great! |
In main hand | ![]() Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 off hand | ![]() Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +64 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +17% lightning Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +3% light / +11% cold Maximum vim: +20.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +9% cold / +15% fire A suit of armour made of metal plates. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 74 lightning damage (1/turn) Damage (Melee): +7 temporal When wielded/worn: Changes resistances: +5% temporal Changes resistances penetration: +6% lightning Changes damage: +5% lightning Blunt and deadly. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +19% cold / +10% light / +10% darkness A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +16% lightning Changes resistances penetration: +5% light Talent granted: +1 Block Maximum life: +40.00 Handheld deflection devices. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Vandal delle 3V the Cornac Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Vandal delle 3V the Cornac Sun Paladin level 20
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Vandal delle 3V the Cornac Sun Paladin level 30
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Vandal delle 3V the Cornac Sun Paladin level 40
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Vandal delle 3V the Cornac Sun Paladin level 50
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By Vandal delle 3V the Cornac Sun Paladin level 51
79th Pyre 122nd year of Ascendancy at 00:43 see stats
By Vandal delle 3V the Cornac Sun Paladin level 51
79th Pyre 122nd year of Ascendancy at 13:15 see stats
Log
You gain 0.25 gold from the transmogrification of rough leather sling.
You gain 2.49 gold from the transmogrification of ranger's hardened leather sling of fire.
You gain 2.29 gold from the transmogrification of mighty rough leather sling of cold.
You gain 8.04 gold from the transmogrification of Nohad the hardened leather sling.
You gain 7.14 gold from the transmogrification of Murkfist.
You gain 6.41 gold from the transmogrification of Sparkoblivion (5-6 power, 18 apr, nature damage).
You gain 5.83 gold from the transmogrification of Saloriavena the Torchblack (8-9 power, 24 apr, nature damage).
You gain 4.67 gold from the transmogrification of Goroduvor (4-5 power, 18 apr, mind damage).
You gain 1.50 gold from the transmogrification of dwarven-steel mace of amnesia (26-36 power, 4 apr).
You gain 9.27 gold from the transmogrification of Blindpiety the steel mace (13-18 power, 3 apr).
You gain 0.25 gold from the transmogrification of elm longbow.
You gain 1.90 gold from the transmogrification of ash longbow of lightning.
You gain 5.99 gold from the transmogrification of stormbringer's steel greatsword (22-36 power, 2 apr).
You gain 6.66 gold from the transmogrification of steel greatsword 'Xanuda' (32-51 power, 2 apr).
You gain 1.36 gold from the transmogrification of flaming steel greatsword (24-39 power, 2 apr).
You gain 5.54 gold from the transmogrification of balanced steel greatsword of vileness (22-34 power, 2 apr).
You gain 3.13 gold from the transmogrification of balanced iron greatsword (16-26 power, 1 apr).
You gain 0.95 gold from the transmogrification of acidic iron greatsword of massacre (24-39 power, 1 apr).
Personal New Achievement: Treasure Hunter (Madness (Roguelike) difficulty)!
You gain 5.77 gold from the transmogrification of Starbliss (27-43 power, 2 apr).
You gain 7.96 gold from the transmogrification of Adyra (38-62 power, 2 apr).
You gain 0.70 gold from the transmogrification of steel greatmaul of massacre (34-50 power, 2 apr).
You gain 8.42 gold from the transmogrification of steel greatmaul 'Rimeking' (28-42 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel greatmaul (30-44 power, 2 apr).
You gain 1.66 gold from the transmogrification of hateful iron dagger (10-14 power, 5 apr).
You gain 2.72 gold from the transmogrification of acidic steel battleaxe of daylight (20-29 power, 2 apr).
You gain 3.60 gold from the transmogrification of Hurugrim the Stormvortex (24-35 power, 1 apr).
You gain 0.97 gold from the transmogrification of mule's copper ring.
You gain 1.50 gold from the transmogrification of wild infusion of the titan (res 28%; magical; dur 3; cd 10).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.