Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.4Official 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Thalore |
Class | Bulwark |
Level / Exp | 10 / 22% |
Size | medium |
Lifes / Deaths | Killed by Bethinn the midge swarm at level 10 on the 6th Mirth 122nd year of Ascendancy at 04:08 / 1 |
Primary Stats
Strength | 34 (base 29) |
Dexterity | 21 (base 12) |
Constitution | 29 (base 28) |
Magic | 8 (base 10) |
Willpower | 16 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -15/427 |
Stamina | 44/142 |
Healing Factor | 1.1524687383468 |
Regeneration | 4.2267332368178 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 15.703251193202 |
See Invisible | 18.703251193202 |
Offense: Mainhand
Damage | 40 |
Accuracy | 49 |
Crit Chance | 1% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Lightning | +3% |
Light | +7% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Defense: Base
Armour (hardiness) | 24.08934837382 (81.151787968034%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 31 |
Physical Save | 27 |
Spell Save | 27 |
Mental Save | 21 |
Defense: Resistances
Acid | + 7%( 70%) |
Blight | + 7%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 18%( 70%) |
All | + 4%( 70%) |
Lightning | + 45%( 70%) |
Light | + 27%( 70%) |
Temporal | + 7%( 70%) |
Physical | + 5%( 70%) |
Darkness | + 16%( 70%) |
Fire | + 12%( 70%) |
Mind | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Disarm Resistance | 10% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 487% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
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
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You failed to protect the injured seer from death by dreaming wolf. Escort: injured seer (level 1 of Heart of the Gloom) | failed |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
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 | Manygen the pair of rough leather boots (0 def, 1 armour) Manygen the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +1 Resists +3% blight +9% cold +3% light Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
On hands | radiant rough leather gloves of dexterity (+3) (0 def, 1 armour) radiant rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 light Dmg.mod +4% light Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +5% light 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. |
On head | Belorak (0 def, 1 armour) Belorak (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal +16% light +10% darkness +5% arcane +3% mind A cap made of leather. |
Tool | iron torque of psionic shield [power 25] (14/25 cooldown) iron torque of psionic shield [power 25] (14/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Around waist | Gloreda Gloreda1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +5% physical Acc +15 (+5 eff.) Apr +1 ----- def ----- Resists +3% acid +5% fire +6% cold A belt that goes around your waist. |
Main armor | Weepspawn the iron plate armour (0 def, 7 armour) Weepspawn the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 36% ----- def ----- Armour +7 Fatigue +22% Resists +16% lightning +3% fire A suit of armour made of metal plates. |
Light source | brass lantern 'Mayeth' brass lantern 'Mayeth'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +1% physical Max.HP +40.00 Poison- +20% Disarm- +10% Confus- +10% ---------- misc Light +3 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 off hand | reinforced iron shield of lightning resistance (+15%) (0 def, 3 armour, 8-10 power, 42.5 block) reinforced iron shield of lightning resistance (+15%) (0 def, 3 armour, 8-10 power, 42.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +42 While equipped: ----- def ----- Armour +3 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Blazerigor the linen cloak (1 def, 0 armour) Blazerigor the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 10% chance to slow global speed by 36% ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning +3% darkness Mind.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | iron mace 'Blindwrecker' (17-24 power, 2 apr) iron mace 'Blindwrecker' (17-24 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex dps ---------- Dmg.mod +3% light ---------- misc See.Invis +3 Blunt and deadly. |
Inventory
iron greatmaul (18-27 power, 1 apr) iron greatmaul (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Normal] Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
potent elm vilestaff of fate (12-14 power, 2 apr, fire element) potent elm vilestaff of fate (12-14 power, 2 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+5 eff.) Dmg.mod +12% fire ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Polynne (1 def, 0 armour) Polynne (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +4 Con ----- def ----- Defense +1 (+1 eff.) Resists +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dawnstake (0 def, 3 armour) Dawnstake (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 2 acid 2 light On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +12% mind ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron mail armour of resilience (2 def, 4 armour) iron mail armour of resilience (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Max.HP +25.00 A suit of armour made of mail. |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hatheldil Hatheldil2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +9% lightning +3% fire Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +11% ---------- misc Light +3 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. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 41.46 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 41.46 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
It Which Writhes It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Shieldmaiden the Thalore Bulwark level 10
5th Mirth 122nd year of Ascendancy at 10:37 see stats
By Shieldmaiden the Thalore Bulwark level 9
4th Mirth 122nd year of Ascendancy at 01:11 see stats
Log
Bleeding from Bethinn the midge swarm hits Shieldmaiden for 2 physical damage.
Burning from Bethinn the midge swarm hits Shieldmaiden for 32 fire damage.
Bethinn the midge swarm uses Dual Strike.
Shieldmaiden is stunned!
Bethinn the midge swarm hits Shieldmaiden for 2 physical, 1 lightning, 1 cold, 7 fire, 10 physical, 1 lightning, 1 cold, 7 fire (30 total damage).
Tempest of Metal hits Shieldmaiden for 2 physical, 1 lightning, 1 cold, 7 fire, 1 physical, 1 lightning, 1 cold, 7 fire (22 total damage).
Melee retaliation hits Bethinn the midge swarm for 4 nature, 4 nature, 4 nature, 2 nature (13 total damage).
Bethinn the midge swarm isn't moving as defensively anymore.
Shieldmaiden is poisoned!
Bethinn the midge swarm hits Shieldmaiden for 4 physical, 1 lightning, 1 cold, 7 fire, 4 physical, 1 lightning, 1 cold, 7 fire (27 total damage).
Tempest of Metal hits Shieldmaiden for 2 physical, 1 lightning, 1 cold, 7 fire, 1 physical, 1 lightning, 1 cold, 7 fire (22 total damage).
Melee retaliation hits Bethinn the midge swarm for 0 nature, 2 nature, 2 nature, 2 nature (5 total damage).
Talent Shield Pummel is ready to use.
Shieldmaiden HEALS from nature damage!
Bleeding from Bethinn the midge swarm hits Shieldmaiden for 4 physical damage.
Deadly Poison from Bethinn the midge swarm hits Shieldmaiden for 4 nature, 1 healing (4 total damage) [1 healing].
Burning from Bethinn the midge swarm hits Shieldmaiden for 40 fire damage.
Bethinn the midge swarm hits Shieldmaiden for 8 physical, 1 lightning, 1 cold, 7 fire, 4 physical, 1 lightning, 1 cold, 7 fire (30 total damage).
Tempest of Metal hits Shieldmaiden for 2 physical, 1 lightning, 1 cold, 7 fire, 1 physical, 1 lightning, 1 cold, 7 fire (22 total damage).
Melee retaliation hits Bethinn the midge swarm for 2 nature, 2 nature, 2 nature, 2 nature (6 total damage).
Shieldmaiden resists the vile poison!
Bethinn the midge swarm hits Shieldmaiden for 3 physical, 1 lightning, 1 cold, 7 fire, 4 physical, 1 lightning, 1 cold, 7 fire (25 total damage).
Tempest of Metal hits Shieldmaiden for 1 physical, 1 lightning, 1 cold, 7 fire, 1 physical, 1 lightning, 1 cold, 7 fire (20 total damage).
Melee retaliation hits Bethinn the midge swarm for 2 nature, 2 nature, 2 nature, 2 nature (6 total damage).
Poison bursts out of Shieldmaiden's corpse!
Talent Repulsion is ready to use.
Talent Rush is ready to use.
Burning from Bethinn the midge swarm hits Shieldmaiden for 45 fire damage.
Shieldmaiden the level 10 thalore bulwark was fried to death by Bethinn the midge swarm on level 2 of Trollmire.