
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 14 / 97% |
Size | small |
Lifes / Deaths | Killed by Frodo at level 9 on the 1st Mirth 122nd year of Ascendancy at 09:16 0 / 6Killed by Frodo at level 12 on the 3rd Summertide 122nd year of Ascendancy at 15:21 Killed by Frodo at level 12 on the 3rd Summertide 122nd year of Ascendancy at 23:48 Killed by snow giant boulder thrower at level 14 on the 65th Dusk 122nd year of Ascendancy at 07:11 Killed by The Fragmented Essence of Harkor'Zun at level 14 on the 66th Dusk 122nd year of Ascendancy at 17:02 Killed by The Fragmented Essence of Harkor'Zun at level 14 on the 66th Dusk 122nd year of Ascendancy at 18:10 |
Primary Stats
Strength | 17 (base 13) |
Dexterity | 55 (base 35) |
Constitution | 20 (base 13) |
Magic | 16 (base 10) |
Willpower | 16 (base 14) |
Cunning | 40 (base 26) |
Resources
Life | -77/373 |
Stamina | 137/184 |
Healing Factor | 1.1789473684211 |
Regeneration | 1.0021052631579 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 4 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 55 |
Accuracy | 54 |
Crit Chance | 31% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 54 |
Crit Chance | 31% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Lightning | +8% |
Offense: Damage Penetration
Lightning | +20% |
Temporal | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 4 (57.811550151976%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 13 |
Spell Save | 30 |
Mental Save | 20 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 6%( 70%) |
Cold | + 11%( 70%) |
All | 0%( 70%) |
Lightning | + 18%( 70%) |
Darkness | + 9%( 70%) |
Fire | + 11%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Silence Resistance | 21% |
Poison Resistance | 50% |
Blind Resistance | 20% |
Inscriptions (3/4)
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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: HealingUse 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 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
beneficial effect | Parrying melee and ranged attacks: Has a 66% chance to deflect up to 18 damage from the next 1.5 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 24 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 Shade. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed bear paw. * You've found the needed red crystal shard. | 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 |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Infravision radius: +1 A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 15 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +3 Dex Changes resistances: +3% blight Changes resistances penetration: +15% lightning Only die when reaching: -40.00 life Light radius: +5 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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce armor by 9% Changes stats: +1 Con / +3 Mag Changes damage: +3% mind Spell save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
On hands | ![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% blight / +6% darkness / +6% arcane Damage affinity(heal): +6% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +8 (+4 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 | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Mag / +2 Wil / +2 Cun Changes resistances penetration: +5% temporal Reduces incoming crit damage: 5.00% Light radius: +3 It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 170 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% darkness Spell save: +15 (+8 eff.) Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 9% Damage when hit (Melee): 8 light Changes stats: +1 Mag Changes resistances: +9% acid Silence immunity: +21% Mana each turn: +0.15 Spell crit. chance: +1% Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% fire / +11% cold Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 41% When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 2 physical Changes stats: +3 Str Changes resistances: +3% lightning / +3% nature Maximum stamina: +30.00 Sharp, short and deadly. |
Around waist | ![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +5% blight Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.0 - 28.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +5% lightning Changes damage: +8% lightning Sharp, short and deadly. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +2 Dex Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.08 to 108.25 lightning damage (72.17 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
![]() Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 1). On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +6 blight When wielded/worn: Physical crit. chance: +6.0% Disease immunity: +10% Sharp, short and deadly. |
![]() mighty cured leather sling of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +8 fire When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +2 Str Changes damage: +8% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 0.00 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. |
![]() survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+6 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +11% 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. |
![]() 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: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() 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) 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. |
Achievements
By Frodo the Halfling Rogue level 9
1st Mirth 122nd year of Ascendancy at 09:16 see stats
By Frodo the Halfling Rogue level 10
5th Mirth 122nd year of Ascendancy at 05:00 see stats
By Frodo the Halfling Rogue level 12
27th Dusk 122nd year of Ascendancy at 01:08 see stats
Log
Frodo deflects the projectile from Steamgun turret to the northwest!
Frodo is no longer evading attacks.
The Fragmented Essence of Harkor'Zun misses Frodo.
The Fragmented Essence of Harkor'Zun uses Flame Turret.
Frodo hits Flame turret for 28 physical, 24 physical, 12 lightning (65 total damage).
Frodo hits The Fragmented Essence of Harkor'Zun for (7 exoskeleton), 7 lightning (7 total damage).
Flame turret uses Flamethrower.
Flame turret hits Frodo for 36 fire damage.
Frodo uses Dual Strike.
Frodo uses Dual Strike.
Flame turret resists the stunning strike!
Frodo performs a melee critical strike against Flame turret!
Frodo hits The Fragmented Essence of Harkor'Zun for (7 exoskeleton), 7 lightning (7 total damage).
Frodo hits The Fragmented Essence of Harkor'Zun for (7 exoskeleton), 7 lightning (7 total damage).
Frodo hits Flame turret for 38 physical, 12 lightning, 79 physical (129 total damage).
Frodo hits The Fragmented Essence of Harkor'Zun for (7 exoskeleton), 7 lightning (7 total damage).
Talent Infusion: Regeneration is ready to use.
Flame turret uses Flamethrower.
Flame turret hits Frodo for 36 fire damage.
The Fragmented Essence of Harkor'Zun misses Frodo.
The Fragmented Essence of Harkor'Zun performs a melee critical strike against Frodo!
Frodo tries to evade attacks.
The Fragmented Essence of Harkor'Zun hits Frodo for 69 acid damage.
Melee retaliation hits The Fragmented Essence of Harkor'Zun for (4 exoskeleton), 4 light, (1 exoskeleton), 1 physical (5 total damage).
Frodo the level 14 halfling rogue was corroded to death by The Fragmented Essence of Harkor'Zun on level 3 of Daikara.
Frodo is no longer evading attacks.