Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
|
Campaign | Infinite |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 11 / 2% |
Size | medium |
Lifes / Deaths | Killed by multi-hued drake hatchling at level 11 on the 3rd Mirth 122nd year of Ascendancy at 17:13 / 1 |
Primary Stats
Strength | 34 (base 15) |
Dexterity | 28 (base 10) |
Constitution | 29 (base 25) |
Magic | 32 (base 32) |
Willpower | 11 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -28/363 |
Positive | 22/80 |
Stamina | 142/142 |
Healing Factor | 1.1524687383468 |
Regeneration | 3.745523399627 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Invisible | 3 |
Offense: Mainhand
Damage | 38 |
Accuracy | 40 |
Crit Chance | 5% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 35 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Light | +9% |
Blight | +3% |
Arcane | +3% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Light | +15% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 20 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 21 |
Physical Save | 32 |
Spell Save | 32 |
Mental Save | 26 |
Defense: Resistances
Arcane | + 5%( 70%) |
Cold | + 10%( 70%) |
All | 0%( 70%) |
Lightning | 0%( 70%) |
Light | + 6%( 70%) |
Temporal | + 11%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 3%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Confusion Resistance | 43% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Proceed directly to the next Infinite Dungeon level in less than 155 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 11): Rush Hour (155)Turns left: 68 You completed the challenge and received: Random Artifact: Unlightwalker (2 def, 6 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: +1 Class Point | 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 | pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Glowvagrant (22/22, 22-31 power, 5 apr) Glowvagrant (22/22, 22-31 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 22.5 - 31.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 22 Damage (Ranged): +8 acid / +4 mind / +16 light Damage (radius 1) on hit: +8 light Damage (radius 2) on crit: +8 light Arrows are used with bows to pierce your foes to death. |
Light source | brass lantern brass lantern2.00 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. |
On head | Velovena (0 def, 3 armour) Velovena (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% fire / +3% light / +5% arcane Physical save: +11 (+6 eff.) Mental save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | rough leather gloves 'Nerykira' (0 def, 1 armour) rough leather gloves 'Nerykira' (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +3 Str Changes resistances: +6% nature Reduces incoming crit damage: 5.00% Physical save: +12 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | iron torque of mindblast [power 100] (15 cooldown) iron torque of mindblast [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
On fingers | copper ring 'Sunwilter' copper ring 'Sunwilter'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil / +3 Con Changes damage: +9% light Mental save: +6 (+3 eff.) Confusion immunity: +23% Infravision radius: +2 See invisible: +3 Rings make your fingers look great! |
Around neck | Tiroddarim the Morningoath Tiroddarim the MorningoathInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% light / +3% darkness Changes resistances penetration: +15% light Changes damage: +9% cold Amulets make your neck look great! |
In main hand | Neryminne the steel longsword (14-20 power, 3 apr) Neryminne the steel longsword (14-20 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +6 light Damage against: +5% Undead When wielded/worn: Damage when hit (Melee): 2 mind Changes damage: +3% blight Spell save: +6 (+3 eff.) Spellpower: +15 (+6 eff.) Sharp, long, and deadly. |
Around waist | rough leather belt 'Scorpionwalker' rough leather belt 'Scorpionwalker'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 34% Changes resistances penetration: +15% nature Changes damage: +3% arcane Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | steel shield (0 def, 4 armour, 19-23 power, 42.5 block) steel shield (0 def, 4 armour, 19-23 power, 42.5 block)Requires: - Shield usage training - Strength 16 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 19.0 - 22.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
Cloak | thick linen cloak of Iron Throne (1 def, 5 armour) thick linen cloak of Iron Throne (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | duelist's rough leather armour of the void (5 def, 4 armour) duelist's rough leather armour of the void (5 def, 4 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+3 eff.) Fatigue: +6% Damage (Melee): 5 darkness Damage (Ranged): 6 darkness Changes stats: +4 Cun / +3 Dex Changes resistances: +11% darkness / +11% temporal Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. elm starstaff (10-12 power, 2 apr, physical element)elm starstaff (10-12 power, 2 apr, physical 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 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Unlightwalker (2 def, 6 armour)Unlightwalker (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to reduce damage dealt by 8% Damage when hit (Melee): 2 arcane / 6 darkness Changes resistances: +17% acid / +20% fire / +5% arcane Changes damage: +3% arcane / +3% darkness A suit of armour made of mail. |
74 alchemist agate 74 alchemist agate0.00 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 40 turns) iron pickaxe (dig speed 40 turns)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. |
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) 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. |
soothing ash totem of healing [power 188] (15 cooldown) soothing ash totem of healing [power 188] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 48. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
Achievements
By Old Skull the Skeleton Sun Paladin level 9
2nd Mirth 122nd year of Ascendancy at 12:36 see stats
By Old Skull the Skeleton Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 20:19 see stats
Log
Melee retaliation hits Multi-hued drake hatchling for 3 fire, 6 cold (9 total damage).
Melee retaliation hits Multi-hued drake hatchling for 1 mind damage.
Melee retaliation hits Multi-hued drake hatchling for 1 mind damage.
Melee retaliation hits Iceblock for 1 mind damage.
Melee retaliation hits Multi-hued drake hatchling for 1 mind damage.
Old Skull hits Iceblock for 43 physical, 7 light, 28 light, 5 darkness (82 total damage).
Melee retaliation hits Multi-hued drake hatchling for 3 fire, 3 cold (6 total damage).
Melee retaliation hits Multi-hued drake hatchling for 3 fire, 3 cold (6 total damage).
Melee retaliation hits Multi-hued drake hatchling for 2 fire, 8 cold (10 total damage).
Multi-hued drake hatchling hits Old Skull for (51 absorbed), 0 physical (0 total damage).
Melee retaliation hits Multi-hued drake hatchling for 5 fire, 2 cold (7 total damage).
Melee retaliation hits Multi-hued drake hatchling for 4 fire, 2 cold (7 total damage).
Melee retaliation hits Multi-hued drake hatchling for 3 fire, 4 cold (7 total damage).
Melee retaliation hits Multi-hued drake hatchling for 3 fire, 6 cold (9 total damage).
Melee retaliation hits Multi-hued drake hatchling for 2 fire, 5 cold (7 total damage).
Melee retaliation hits Iceblock for 3 fire, 6 cold (9 total damage).
Melee retaliation hits Multi-hued drake hatchling for 2 fire, 6 cold (8 total damage).
Melee retaliation hits Multi-hued drake hatchling for 2 fire, 6 cold (8 total damage).
Multi-hued drake hatchling hits Multi-hued drake hatchling for 49 cold damage.
Multi-hued drake hatchling hits Old Skull for (20 absorbed), 39 cold (39 total damage).
Multi-hued drake hatchling hits Multi-hued drake hatchling for 50 cold damage.
Multi-hued drake hatchling hits Multi-hued drake hatchling for 55 cold damage.
Multi-hued drake hatchling hits Multi-hued drake hatchling for 53 cold damage.
Multi-hued drake hatchling hits Multi-hued drake hatchling for 55 cold damage.
Multi-hued drake hatchling hits Multi-hued drake hatchling for 57 cold damage.
Multi-hued drake hatchling hits Multi-hued drake hatchling for 56 cold damage.
Old Skull the level 11 skeleton sun paladin was iced to death by a multi-hued drake hatchling on level 1 of Intimidating Cave.
Quest 'Infinite Dungeon Challenge (Level 11): Rush Hour (155)' is done! (Press 'j' to see the quest log)
Old Skull has received: Random Artifact: Unlightwalker (2 def, 6 armour).
Quest 'Infinite Dungeon Challenge (Level 11): Rush Hour (155)' completed! (Press 'j' to see the quest log)