Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | 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 1.2.0Donators/Buyers bonus! Elementals Race 1.2.5Brief Summary: This currently adds one new raceclass to the game - the Jadir, an earth elemental. They're very tanky and have a lot of wall manipulation talents. See the original thread for more details. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Asha |
| Class | None |
| Level / Exp | 1 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Betymitta the wolf at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:58 / 1 |
Primary Stats
| Strength | 16 (base 11) |
| Dexterity | 13 (base 10) |
| Constitution | 8 (base 10) |
| Magic | 16 (base 12) |
| Willpower | 9 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -2/92 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +102.48013566209% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 14 |
| Crit Chance | 4% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 10.3 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 8.0268802864365 (41.283600358046%) |
| Defense | 2.05 |
| Ranged Defense | 2.05 |
| Fatigue | 6 |
| Physical Save | 8.4 |
| Spell Save | 8.75 |
| Mental Save | 6.65 |
Defense: Immunities
| Poison Resistance | 100% |
| 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 Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Elemental / Brand | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Elemental / Power | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Elemental / Illusions of Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Elemental / Pyrokinesis | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Elemental / Firestarter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Elemental / Heat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Elemental / Chaos | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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
| On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)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. |
| 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. |
| Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
| In main hand | iron greatsword (17-27.2 power, 1 apr) iron greatsword (17-27.2 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 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. |
Inventory
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. |
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
Log
Cindarin uses Infusion: Regeneration.
Cindarin starts regenerating health quickly.
Cindarin uses Shining Burst.
Forest troll has been illuminated.
Forest troll struggles to see!
King cobra has been illuminated.
Cindarin hits Forest troll for 15 light, 0 fire (15 total damage).
Cindarin hits King cobra for 15 light, 0 fire (15 total damage).
King cobra hits Cindarin for 11 physical damage.
Cindarin uses Wrathful Strike.
Cindarin hits King cobra for 3 fire, 11 physical (13 total damage).
King cobra hits Cindarin for 12 physical damage.
Cindarin stops regenerating health quickly.
Forest troll is no longer illuminated.
Forest troll recovers sight.
King cobra is no longer illuminated.
Talent Wrathful Strike is ready to use.
King cobra hits Cindarin for 12 physical damage.
King cobra hits Cindarin for 11 physical damage.
Talent Infusion: Regeneration is ready to use.
Betymitta the wolf uses Slash.
Saving game...
