Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. 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! 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 Roguelike |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 18 / 60% |
Size | medium |
Lifes / Deaths | Killed by greater gwelgoroth at level 18 on the 18th Dusk 122nd year of Ascendancy at 02:24 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 38 (base 35) |
Dexterity | 56 (base 46) |
Constitution | 10 (base 10) |
Magic | 12 (base 10) |
Willpower | 16 (base 10) |
Cunning | 18 (base 12) |
Resources
Life | -93/333 |
Stamina | 15/94 |
Healing Factor | 1 |
Regeneration | 2.65 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 5 |
See Stealth | 20.155423598945 |
See Invisible | 20.155423598945 |
Offense: Mainhand
Damage | 43 |
Accuracy | 63 |
Crit Chance | 23% |
APR | 3 |
Speed | 0.89 |
Offense: Offhand
Damage | 10 |
Accuracy | 51 |
Crit Chance | 21% |
APR | 14 |
Speed | 1.11 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Blight | +9% |
Physical | +10% |
Mind | +9% |
Nature | +6% |
Offense: Damage Penetration
Blight | +5% |
Acid | +33% |
Physical | +25% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 19 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 9 |
Mental Save | 16 |
Defense: Resistances
Acid | + 24%( 70%) |
Nature | + 9%( 70%) |
Physical | + 2%( 70%) |
Mind | + 21%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Confusion Resistance | 23% |
Pinning Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
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 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 202 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Munitions | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
talent | Precise Strikes |
talent | Piercing Ammunition |
talent | Yarrrr!! |
talent | Intuitive Shots |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +1. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Dexterity by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 11% of the way to your next Rank. You have killed: 12 Uniques 2 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | active |
Equipment
On feet | pair of rough leather boots 'Ce'Nurin' (3 def, 6 armour) pair of rough leather boots 'Ce'Nurin' (3 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes resistances: +9% mind / +6% acid Changes resistances penetration: +25% acid Changes damage: +9% mind Infravision radius: +2 A pair of boots made of leather. |
Quiver | pouch of iron shots 'Flamesorrow' (9/20, 15-18 power, 1 apr) pouch of iron shots 'Flamesorrow' (9/20, 15-18 power, 1 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 On weapon hit: * 10% chance to crush the target Damage (Ranged): +7 gravity / +8 arcane Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +12 fire Shots are used with slings to pummel your foes to death. |
On hands | steady iron gauntlets of strength (+3) (0 def, 1 armour) steady iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +3 Str Physical save: +6 (+3 eff.) Mental save: +5 (+4 eff.) Disarm immunity: +21% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Gloraldalaith the Cobrablack (0 def, 1 armour) Gloraldalaith the Cobrablack (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +2% physical Changes damage: +3% nature Only die when reaching: -40.00 life A cap made of leather. |
Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Rings can have magical properties. |
Around neck | Ivulravea the copper amulet Ivulravea the copper amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +6 Fatigue: -5% Changes resistances: +6% acid / +12% mind / +3% nature Confusion immunity: +23% Pinning immunity: +5% Knockback immunity: +10% Life regen: +1.10 Only die when reaching: -40.00 life Amulets can have magical properties. |
In main hand | Raguroddafast the rough leather sling Raguroddafast the rough leather slingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon hit: * 40% chance to corrode armour by 30% * 20% chance to disease When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +5% blight Changes damage: +6% acid / +10% physical / +9% blight Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
In off hand | mossy mindstar 'Pusfoe' (2-2.2 power, 12 apr, nature damage) mossy mindstar 'Pusfoe' (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +4 nature When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 30% chance to corrode armour by 30% Damage when hit (Melee): 6 acid Changes resistances: +12% acid / +6% nature Changes resistances penetration: +8% acid Changes damage: +10% acid / +3% nature Life regen: +1.30 Equilibrium when hit: +0.70 Maximum life: +16.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Inventory
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+4 eff.) Rings can have magical properties. |
reinforced hardened leather belt of shielding reinforced hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +12 Defense: +7 (+4 eff.) Physical save: +12 (+6 eff.) It can be used to create a temporary shield that absorbs 188 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Tempestwedge (1 def, 0 armour) Tempestwedge (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid / 8 lightning Changes stats: +2 Wil / +2 Mag Changes resistances: +3% lightning Changes resistances penetration: +10% acid Changes damage: +12% lightning Spell save: +7 (+7 eff.) Maximum life: +33.00 Maximum mana: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
sunsealed woollen robe of protection (5 def, 7 armour) sunsealed woollen robe of protection (5 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +7 Defense: +5 (+3 eff.) Changes stats: +4 Mag Changes resistances: +7% light / +6% darkness Changes damage: +8% light Physical save: +18 (+9 eff.) Maximum life: +30.00 Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
105 alchemist agate 105 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. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire 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. |
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. |
Achievements
By ArcherHC the Shalore Archer level 13
79th Pyre 122nd year of Ascendancy at 06:05 see stats
By ArcherHC the Shalore Archer level 12
75th Pyre 122nd year of Ascendancy at 14:42 see stats
By ArcherHC the Shalore Archer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By ArcherHC the Shalore Archer level 18
6th Mirth 122nd year of Ascendancy at 04:28 see stats
By ArcherHC the Shalore Archer level 12
75th Pyre 122nd year of Ascendancy at 14:42 see stats
By ArcherHC the Shalore Archer level 17
3rd Mirth 122nd year of Ascendancy at 15:13 see stats
Log
Another foe is summoned to the arena!
ArcherHC's Shoot hits Greater gwelgoroth for 78 physical damage.
ArcherHC's Shoot killed Greater gwelgoroth!
ArcherHC uses Pin Down.
Greater gwelgoroth casts Lightning.
Greater gwelgoroth hits ArcherHC for 118 lightning damage.
ArcherHC's Pin Down performs a ranged critical strike against Greater gwelgoroth!
Greater gwelgoroth's armour is damaged!
ArcherHC's Pin Down hits Greater gwelgoroth for 96 physical, 7 physical, 8 arcane, 4 arcane, 16 fire (130 total damage).
ArcherHC shoots!
Greater gwelgoroth casts Shock.
ArcherHC's Shoot performs a ranged critical strike against Greater gwelgoroth!
ArcherHC's Shoot hits Greater gwelgoroth for 83 physical, 7 physical, 8 arcane, 4 arcane, 16 fire (117 total damage).
Greater gwelgoroth's Shock hits ArcherHC for 77 lightning damage.
ArcherHC is dazed!
Talent Scatter Shot is ready to use.
Talent Fragmentation Shot is ready to use.
Talent Steady Shot is ready to use.
ArcherHC uses Headshot.
ArcherHC's Headshot hits Greater gwelgoroth for 34 physical, 3 physical, 4 arcane, 2 arcane (44 total damage).
ArcherHC uses Steady Shot.
Greater gwelgoroth's armor corrodes!
ArcherHC's Steady Shot hits Greater gwelgoroth for 29 physical, 3 physical, 4 arcane, 2 arcane (39 total damage).
Greater gwelgoroth casts Lightning.
ArcherHC is not dazed anymore.
Saving game...