










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! 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:
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 | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 14 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by sabertooth tiger at level 2 on the 75th Pyre 122nd year of Ascendancy at 23:59 0 / 6Killed by Vorebeth the venom drake hatchling at level 7 on the 5th Mirth 122nd year of Ascendancy at 06:45 Killed by cold drake hatchling at level 7 on the 6th Mirth 122nd year of Ascendancy at 01:59 Killed by storm drake hatchling at level 14 on the 7th Flare 122nd year of Ascendancy at 15:39 Killed by venom drake hatchling at level 14 on the 8th Flare 122nd year of Ascendancy at 05:37 Killed by venom drake hatchling at level 14 on the 8th Flare 122nd year of Ascendancy at 07:03 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 35 (base 35) |
| Constitution | 11 (base 10) |
| Magic | 20 (base 20) |
| Willpower | 12 (base 10) |
| Cunning | 29 (base 26) |
Resources
| Life | -1/354 |
| Mana | 180/188 |
| Stamina | 85/151 |
| Healing Factor | 1.0082872928177 |
| Regeneration | 1.2603591160221 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 7 |
| See Stealth | 44.101715104065 |
| See Invisible | 53.101715104065 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 47 |
| Crit Chance | 28% |
| APR | 15 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 47 |
| Crit Chance | 28% |
| APR | 15 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 5.75 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Mind | +12% |
| Physical | +5% |
Offense: Damage Penetration
| Lightning | +5% |
| Fire | +15% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 9 (66.553873552983%) |
| Defense | 41 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 7 |
| Spell Save | 24 |
| Mental Save | 14 |
Defense: Resistances
| Lightning | + 5%( 70%) |
| Nature | + 12%( 70%) |
| Cold | + 10%( 70%) |
| Blight | + 5%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 5% |
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/4)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.40 |
| 0/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Parrying melee and ranged attacks: Has a 45% chance to deflect up to 15 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 11) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 8)You completed the challenge and received: Random Artifact: Emeta (12/12, 14-16.8 power, 1 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 7)You completed the challenge and received: Random Artifact: Glintwar (6-8.4 power, 3 apr) | done |
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 | insulating pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +5% fire Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
| Light source | brass lantern 'Zubybeth'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Life regen: +0.20 Stamina each turn: +0.20 Maximum life: +41.00 Light radius: +2 Infravision radius: +1 See invisible: +9 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 | Polamina the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Wil Changes resistances: +5% cold / +5% fire Changes resistances penetration: +10% temporal Changes damage: +12% mind Grants telepathy: Dragon Equilibrium when hit: +0.04 Mental crit. chance: +2% A cap made of leather. |
| Tool | stralite torque of kinetic psionic shield [power 91] (6/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 91 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
| On fingers | Alundil the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +1 Con Changes resistances: +6% nature / +6% mind Spell save: +10 (+5 eff.) Disarm immunity: +5% Maximum stamina: +27.00 Rings can have magical properties. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Pusstrider the steel dagger (10-13 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +4 nature When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +6% nature Sharp, short and deadly. |
| On hands | storm rough leather gloves of butchering (0 def, 1 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 5 lightning Changes resistances: +5% blight / +5% lightning Changes damage: +3% lightning Spell save: +8 (+4 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | Relgydusta the Torchsorrow (18-23.4 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 7% * leeches stamina from the target When wielded/worn: Accuracy: +5 (+2 eff.) Damage when hit (Melee): 12 fire / 8 nature slow Changes stats: +1 Str Changes resistances penetration: +5% lightning / +15% fire Changes damage: +5% physical Stamina when hit: +0.64 Sharp, short and deadly. |
| Cloak | cashmere cloak of battle (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.Yvetha the Blackbrace (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +9% darkness Changes resistances penetration: +20% darkness Changes damage: +3% light / +3% darkness / +11% arcane Maximum mana: +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.traveler's pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +21 Physical save: +6 (+6 eff.) A pair of boots made of leather. |
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. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+10 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+8 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+10 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+8 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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 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. |
6 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
Infinite x10
Got to level 10 of the infinite dungeon.By DayNight the Cornac Shadowblade level 13
4th Flare 122nd year of Ascendancy at 21:37 see stats
Level 10
Got a character to level 10.By DayNight the Cornac Shadowblade level 10
10th Mirth 122nd year of Ascendancy at 16:11 see stats
That was close
Killed your target while having only 1 life left.By DayNight the Cornac Shadowblade level 7
6th Mirth 122nd year of Ascendancy at 01:59 see stats
Log
Assassin uses Disarm.
Assassin misses DayNight.
Assassin misses DayNight.
DayNight resists the blow!
Venom drake hatchling hits DayNight for (15 parried), 13 physical (13 total damage).
DayNight hits Venom drake hatchling for 8 nature, 12 fire (20 total damage).
DayNight hits Venom drake hatchling for 8 nature, 12 fire (20 total damage).
Venom drake hatchling hits DayNight for 31 physical damage.
Venom drake hatchling slows down.
Venom drake hatchling hits DayNight for 28 physical damage.
DayNight hits Venom drake hatchling for 8 nature, 12 fire (20 total damage).
Assassin resists the mind attack!
Assassin slows down.
Assassin resists the mind attack!
Venom drake hatchling hits DayNight for 3 acid, 3 acid (6 total damage).
Assassin hits DayNight for 11 physical, 11 physical (22 total damage).
DayNight hits Assassin for 7 mind, 4 nature, 5 lightning, 7 mind, 5 lightning (28 total damage).
DayNight hits Venom drake hatchling for 45 physical, 4 nature, 5 lightning, 44 physical, 5 lightning (103 total damage).
Assassin focuses on weaknesses in DayNight's defenses!
Assassin tests the defenses of DayNight.
Assassin misses DayNight.
Assassin misses DayNight.
Venom drake hatchling hits DayNight for (15 parried), 14 physical (14 total damage).
DayNight hits Venom drake hatchling for 8 nature, 12 fire (20 total damage).
Venom drake hatchling misses DayNight.
DayNight killed Venom drake hatchling!
DayNight is no longer pinned.
Saving game...














































































