Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official 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 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 8 / 82% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 15 (base 15) |
| Dexterity | 10 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 14 (base 14) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 213/213 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 4 |
| Crit Chance | 0% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 10.62 (59.10447761194%) |
| Defense | 6 |
| Ranged Defense | 10 |
| Fatigue | 18 |
| Physical Save | 8.75 |
| Spell Save | 8.4 |
| Mental Save | 7 |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 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. |
Class Talents
| Celestial / Combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
Equipment
| Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
| In off hand | iron shield (4 def, 2 armour, 10-12 power, 23 block) iron shield (4 def, 2 armour, 10-12 power, 23 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +23 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
| Light source | brass lantern brass lantern2.00 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. |
| In main hand | iron mace (13-18.2 power, 2 apr) iron mace (13-18.2 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 12 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 poison effect. 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. EremutomastirEremutomastir Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Cun Changes resistances: +9% acid / +3% blight Changes resistances penetration: +5% blight / +15% acid Changes damage: +3% acid / +6% blight Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel dagger of projection (13.5-17.55 power, 6 apr)steel dagger of projection (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of phasing (38.5-50.05 power, 18 apr)voratun dagger of phasing (38.5-50.05 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +18 Physical crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +24% Sharp, short and deadly. |
iron greatsword (16-25.6 power, 1 apr) iron greatsword (16-25.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Duvozor (17-18.7 power, 40 apr, mind damage)Duvozor (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Effects when hit in melee: * Slows global speed by 8% Damage when hit (Melee): 8 darkness / 9 mind Changes resistances penetration: +8% acid / +6% fire / +8% cold / +10% physical Changes damage: +13% acid / +15% physical / +4% darkness / +6% mind / +13% cold / +10% nature / +8% fire Spell save: +25 (+18 eff.) Silence immunity: +15% Disarm immunity: +15% Stun/Freeze immunity: +5% Mindpower: +10 (+10 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level. creative pulsing mindstar (14-15.4 power, 32 apr, nature damage)creative pulsing mindstar (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Critical mult.: +10.00% Mindpower: +8 (+8 eff.) Mental crit. chance: +4% 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. |
This item will automatically be transmogrified when you leave the level. yew vilestaff of greater warding (20-24 power, 4 apr, darkness element)yew vilestaff of greater warding (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +9 (+9 eff.) Maximum wards: +3 darkness Changes damage: +20% darkness Talents granted: +3 Ward +1 Command Staff Spellpower: +9 (+8 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. prismatic rough leather cap (0 def, 1 armour)prismatic rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +11% light / +12% darkness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of cold resistance (4 def, 7 armour)reinforced leather armour of cold resistance (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+4 eff.) Fatigue: +8% Changes resistances: +23% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Chaloruileg the Scorchvalor (8 def, 2 armour, 30-36 power, 85.5 block)Chaloruileg the Scorchvalor (8 def, 2 armour, 30-36 power, 85.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +86 Damage (Melee): +16 fire When wielded/worn: Armour: +2 Defense: +8 (+8 eff.) Ranged Defense: +8 (+8 eff.) Fatigue: +12% Damage when hit (Melee): 4 nature Changes resistances: +24% lightning Changes resistances penetration: +5% fire / +5% temporal Changes damage: +3% nature / +9% fire Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced stralite shield of resilience (10 def, 9 armour, 47.5-57 power, 217.5 block)reinforced stralite shield of resilience (10 def, 9 armour, 47.5-57 power, 217.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.5 - 57.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +218 When wielded/worn: Armour: +9 Defense: +10 (+10 eff.) Ranged Defense: +10 (+10 eff.) Fatigue: +14% Talent granted: +4 Block Maximum life: +70.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield of fire resistance (+23%) (12 def, 3 armour, 66-79.2 power, 194 block)voratun shield of fire resistance (+23%) (12 def, 3 armour, 66-79.2 power, 194 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +194 When wielded/worn: Armour: +3 Defense: +12 (+12 eff.) Ranged Defense: +12 (+11 eff.) Fatigue: +14% Changes resistances: +23% fire Talent granted: +5 Block Handheld deflection devices. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
This item will automatically be transmogrified when you leave the level. pouch of voratun shots of accuracy (19/19, 56-67.2 power, 6 apr)pouch of voratun shots of accuracy (19/19, 56-67.2 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.0 - 67.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Durorak the stralite torque of mindblast [power 301] (6 cooldown)Durorak the stralite torque of mindblast [power 301] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +6 Changes resistances: +1% physical Maximum stamina: +30.00 It can be used to fire a blast of psionic energies in a range 6 beam (dam 150-301), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
Achievements
Log
Ran for 42 turns (stop reason: didn't move).
You don't see how to get there...
Ran for 4 turns (stop reason: interesting character).
Aeramina the human sun-paladin is asphyxiating!
You feel a surge of power as a powerful creature falls nearby.
Welcome to level 6 [Implo].
Implo has 18 stat point(s), 10 class talent point(s), 6 generic talent point(s), 1 category point(s) to spend. Press p to use them.
Welcome to level 7 [Implo].
Implo has 21 stat point(s), 11 class talent point(s), 7 generic talent point(s), 1 category point(s) to spend. Press p to use them.
Welcome to level 8 [Implo].
Implo has 24 stat point(s), 12 class talent point(s), 8 generic talent point(s), 1 category point(s) to spend. Press p to use them.
Implo picks up (d.): yew vilestaff of greater warding (20-24 power, 4 apr, darkness element).
Implo picks up (d.): creative pulsing mindstar (14-15.4 power, 32 apr, nature damage).
Implo picks up (g.): reinforced stralite shield of resilience (10 def, 9 armour, 47.5-57 power, 217.5 block).
Implo picks up (d.): Duvozor (17-18.7 power, 40 apr, mind damage).
Implo picks up (i.): voratun shield of fire resistance (+23%) (12 def, 3 armour, 66-79.2 power, 194 block).
Implo picks up (m.): pouch of voratun shots of accuracy (19/19, 56-67.2 power, 6 apr).
Implo picks up (g.): prismatic rough leather cap (0 def, 1 armour).
Implo picks up (h.): reinforced leather armour of cold resistance (4 def, 7 armour).
Implo picks up (c.): voratun dagger of phasing (38.5-50.05 power, 18 apr).
Implo picks up (c.): steel dagger of projection (13.5-17.55 power, 6 apr).
Lore found: Rod of Recall (1/1)
You can read all your collected lore in the game menu, by pressing Escape.
Implo picks up (p.): Rod of Recall (1/1).
