





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Diversity Mod 1.4.9Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Items Vault 1.5.0Donators/Buyers bonus! Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | HalfOrc |
Class | Shadowblade |
Level / Exp | 2 / 78% |
Size | medium |
Lifes / Deaths | Killed by The Shade at level 2 on the 76th Pyre 122nd year of Ascendancy at 19:30 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 17 (base 19) |
Constitution | 13 (base 10) |
Magic | 11 (base 13) |
Willpower | 11 (base 10) |
Cunning | 15 (base 13) |
Resources
Life | -34/125 |
Mana | 64/111 |
Stamina | 86/86 |
Healing Factor | 1.0245901639344 |
Regeneration | 0.2561475409836 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 19.161609831 |
See Invisible | 19.161609831 |
Offense: Mainhand
Damage | 18 |
Accuracy | 21 |
Crit Chance | 10% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 11 |
Accuracy | 21 |
Crit Chance | 11% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Penetration
Physical | +5% |
Defense: Base
Armour (hardiness) | 3 (37.587548638132%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0.104134762634 |
Physical Save | 9 |
Spell Save | 7 |
Mental Save | 9 |
Defense: Resistances
Nature | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 8% |
Inscriptions (3/3)
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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Duelist | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halforc | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
talent | Shadow Combat |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 318 HP on the iceblock remaining. Frozen |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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 0% chance to deflect up to 6 damage from the next 1.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
You failed to protect the lost sun paladin from death by giant crystal rat. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
Talk to the representative of each race so you can freely walk around! Fix your reputation* You have spoken to the Thaloren representative and gained access to their towns and shops LIGHT_GREENWHITE * You must speak to the Kingdoms representative to gain access to their towns and shops | completed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
Main armor | ![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
On hands | ![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 109% Range: 1.3x 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: * 9% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +11 acid / +7 blight When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +1 Wil Changes resistances: +3% nature Critical mult.: +5.00% Sharp, short and deadly. |
In main hand | ![]() Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 110% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +1 Con Changes resistances penetration: +5% physical Disarm immunity: +8% Sharp, short and deadly. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Inventory
![]() Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 113% Range: 1.3x 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: 111% When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +2 Dex Sharp, short and deadly. |
![]() linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() traveler's pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +23 Physical save: +6 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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), 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. |
![]() quick elm wand of clairvoyance [power 8] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 8, power 34 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 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
Log
Giant grey mouse misses Zul'Jin.
Zul'Jin misses Giant grey mouse.
Zul'Jin hits Giant grey mouse for 11 physical damage.
Zul'Jin killed Giant grey mouse!
You pickup 0.70 gold pieces.
Zul'Jin picks up (b.): linen robe (0 def, 0 armour).
Zul'Jin picks up (g.): quick elm wand of clairvoyance [power 8] (4 cooldown).
Lore found: journal page (kor'pul)
You can read all your collected lore in the game menu, by pressing Escape.
Zul'Jin performs a melee critical strike against Giant brown mouse!
Zul'Jin hits Giant brown mouse for 35 physical damage.
Zul'Jin killed Giant brown mouse!
Zul'Jin uses Infusion: Regeneration.
Zul'Jin starts regenerating health quickly.
Zul'Jin stops regenerating health quickly.
Zul'Jin is encased in ice!
Something hits Zul'Jin for 108 cold damage.
Zul'Jin resists the mind attack!
Zul'Jin hits Iceblock for 19 physical, 5 darkness, 4 mind, 9 physical, 10 acid, 6 blight, 5 darkness, 2 mind (58 total damage).
Saving game...