Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Reaver |
| Level / Exp | 18 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by arcane blade at level 5 on the 77th Pyre 122nd year of Ascendancy at 16:10 0 / 6Killed by reevah at level 14 on the 71st Dusk 122nd year of Ascendancy at 18:11 Killed by Polumima the sandworm at level 14 on the 72nd Dusk 122nd year of Ascendancy at 02:03 Killed by skeleton master archer at level 16 on the 46th Haze 122nd year of Ascendancy at 10:05 Killed by degenerated skeleton archer at level 16 on the 46th Haze 122nd year of Ascendancy at 12:15 Killed by elven mage at level 18 on the 61st Haze 122nd year of Ascendancy at 23:02 |
Primary Stats
| Strength | 33.242476260664 (base 39) |
| Dexterity | 11 (base 11) |
| Constitution | 32 (base 10) |
| Magic | 59 (base 46) |
| Willpower | 20 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -109/483 |
| Vim | 12/103 |
| Healing Factor | 1.5633663366337 |
| Regeneration | 0.39084158415842 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 31 |
| Crit Chance | 15% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 31 |
| Crit Chance | 12% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 8% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 38.699232954414 (84.761904761905%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 29 |
| Physical Save | 25 |
| Spell Save | 26 |
| Mental Save | 19 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 33% |
| Confusion Resistance | 20% |
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 26% |
Inscriptions (3/3)
| 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 269 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 123 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Curses | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Ruin |
| talent | Bone Shield |
| talent | Willful Tormenter |
| detrimental effect | The target is infected by a disease, reducing its strength by 11 and doing 21.71 blight damage per turn. Weakness Disease |
| detrimental effect | Huge cut that bleeds, doing 18.42 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Magic by +1. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 | scholar's pair of iron boots of tirelessness (0 def, 3 armour) scholar's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (69 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Venommight (10 def, 5 armour) Venommight (10 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +10 (+7 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +8 Cun / +9 Con Changes resistances penetration: +5% nature / +15% physical A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Gethad' (0 def, 9 armour) dwarven-steel gauntlets 'Gethad' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Damage (Melee): 8 physical Changes damage: +5% physical Maximum psi: +40.00 Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +50 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | wizard's copper ring of blight (+11%) wizard's copper ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% blight Changes damage: +11% blight Spell save: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | titan's steel ring of frost (+22%) titan's steel ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +8 (+4 eff.) Rings can have magical properties. |
| Around neck | steel amulet 'Gath' steel amulet 'Gath'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 6% chance to blind * 6% chance to inflict 15% damage reduction Changes stats: +4 Con Changes resistances: +11% mind Changes resistances penetration: +10% temporal Changes damage: +9% temporal / +5% light / +6% darkness Confusion immunity: +20% Amulets can have magical properties. |
| In main hand | arcing dwarven-steel longsword of massacre (131% power, 4 apr) arcing dwarven-steel longsword of massacre (131% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | warbringer's steel mace of crippling (103% power, 3 apr) warbringer's steel mace of crippling (103% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +11% Blunt and deadly. |
| Cloak | cashmere cloak of sorcery (2 def, 0 armour) cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +3 Wil / +3 Mag 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 | Armehor (4 def, 9 armour) Armehor (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) Fatigue: +22% Damage when hit (Melee): 8 mind Changes stats: +2 Str / +4 Wil / +3 Con Changes resistances: +8% acid / +7% physical / +9% fire / +8% cold / +7% lightning Changes resistances penetration: +20% acid Talent cooldown: Rush (-5 turns) Mental save: +6 (+3 eff.) Disarm immunity: +22% Stun/Freeze immunity: +21% Knockback immunity: +26% Psi when hit: +0.08 Maximum hate: +2.00 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 143 over 5 turns)regeneration infusion (heal 143 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 143 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Flashwaker the steel waraxe (107% power, 3 apr)Flashwaker the steel waraxe (107% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 51% chance to daze at end of turn Damage (Melee): +12 fire When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 fire Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances penetration: +5% lightning Changes damage: +15% lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming steel shield of arcane resistance (+11%) (6 def, 2 armour, 38.5 block)flaming steel shield of arcane resistance (+11%) (6 def, 2 armour, 38.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+5 eff.) Ranged Defense: +6 (+5 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 13 fire Changes resistances: +11% arcane Talent granted: +2 Block Handheld deflection devices. |
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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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. |
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), 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. |
4 amethyst 4 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. |
citrine 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. |
2 zircon 2 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By reevah the Cornac Reaver level 13
59th Dusk 122nd year of Ascendancy at 14:35 see stats
Exterminator
Killed 1000 creatures.By reevah the Cornac Reaver level 18
52nd Haze 122nd year of Ascendancy at 16:23 see stats
Level 10
Got a character to level 10.By reevah the Cornac Reaver level 10
10th Mirth 122nd year of Ascendancy at 03:21 see stats
The Arena
Unlocked Arena mode.By reevah the Cornac Reaver level 5
77th Pyre 122nd year of Ascendancy at 16:55 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By reevah the Cornac Reaver level 16
46th Haze 122nd year of Ascendancy at 11:58 see stats
Treasure Hunter
Amassed 1000 gold pieces.By reevah the Cornac Reaver level 17
49th Haze 122nd year of Ascendancy at 06:21 see stats
Log
Elven mage's Earthen Missiles hits reevah for 38 physical, 6 physical (45 total damage).
Elven mage's Earthen Missiles hits reevah for 38 physical, 6 physical (45 total damage).
Reevah is free from the decrepitude disease.
Bleeding from Elven corruptor hits reevah for 16 physical damage.
Weakness Disease from Elven corruptor hits reevah for 17 blight damage.
Reevah casts Rend.
Elven corruptor slows down.
reevah drains life from Elven corruptor!
reevah drains life from Elven corruptor!
Elven corruptor starts to bleed.
reevah drains life from Elven corruptor!
reevah drains life from Elven corruptor!
Elven corruptor hits reevah for 8 healing, 8 healing, 8 healing, 8 healing (0 total damage) [34 healing].
Bleeding from Reevah hits Elven corruptor for 37 physical damage.
reevah hits Elven corruptor for (128 to bones), 0 physical, (9 to bones), 0 lightning, 6 light, 8 physical, 6 darkness, 14 blight, 82 physical, 6 light, 8 physical, 6 darkness, 14 blight, 98 blight, 9 lightning, 6 light, 8 physical, 6 darkness, 14 blight, 57 blight, 6 light, 8 physical, 6 darkness, 14 blight (378 total damage).
Elven corruptor casts Blood Grasp.
Elven corruptor's Blood Grasp drains life from reevah!
Elven corruptor's Blood Grasp hits reevah for 102 blight damage.
Elven corruptor receives 54 healing from reevah.
Bleeding from Elven corruptor hits reevah for 14 physical damage.
Weakness Disease from Elven corruptor hits reevah for 14 blight damage.
You do not have enough Vim to use Soul Rot.
Reevah casts Drain.
reevah performs a melee critical strike against Elven corruptor!
Elven mage casts Shock.
reevah hits Elven corruptor for 205 blight damage.
reevah killed Elven corruptor!
Saving game...
