Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
| Addons | Tower Defense 1.1.5This addon adds a Tower Defense Campaign. --- Set in a war-torn Derth, you are all alone against an endless onslaught of enemies. You'll have to make smart use of your towers, as well as your own brawn, to survive and flourish. Weapons Pack 1.2.2This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Midnight 1.2.2Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Verdant Class Pack 1.2.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Items Vault 1.2.0Donators/Buyers bonus! Elementals Race 1.2.1Brief 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 | Male |
| Race | Jadir |
| Class | None |
| Level / Exp | 5 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 76th Pyre 122nd year of Ascendancy at 18:57 / 1 |
Primary Stats
| Strength | 20 (base 16) |
| Dexterity | 8 (base 10) |
| Constitution | 18 (base 13) |
| Magic | 20 (base 16) |
| Willpower | 10 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -50/224 |
| 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 | 14 |
| Accuracy | 16 |
| Crit Chance | 1% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11.4 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 7.3 |
| Ranged Defense | 15.375268301187 |
| Fatigue | 20 |
| Physical Save | 13.3 |
| Spell Save | 13.15 |
| Mental Save | 7.35 |
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: 14 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: 12 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 / Cliffside | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Elemental / Avalanche | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Elemental / Geokinesis | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Elemental / Eyal Resolver | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Elemental / Geothermal | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Elemental / Erosion | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Elemental / Symbiosis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Elemental / Mountain | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Your ivy mesh has poisoned targets, giving you 3 spell save while it remains active. Poison Residue |
| beneficial effect | Your 'skin' has formed a rough mesh of hooked scales. You gain 4 ranged defense and 5 physical power. Anytime an enemy critically hits you in melee, up to once every 5 turns, they must pass a physical power vs. your physical save check or be disarmed for 1 turns. Sharkskin |
Quests
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. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Quiver | pouch of iron shots (10/13, 15-18 power, 1 apr) pouch of iron shots (10/13, 15-18 power, 1 apr)Requires: - Magic 11 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: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 13 Shots are used with slings to pummel your foes to death. |
| On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 10/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Around waist | grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal A belt that goes around your waist. |
| Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
| On hands | iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | iron shield (4 def, 2 armour, 19.5 block) iron shield (4 def, 2 armour, 19.5 block)Requires: - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
| In main hand | steel sceptre (11.5-16.1 power, 3 apr) steel sceptre (11.5-16.1 power, 3 apr)Requires: - Magic 14 - Constitution 14 3.00 Encumbrance. Type: weapon / sceptre ; tier 2 Base power: 11.5 - 16.1 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Spellpower: +6 Blunt and deadly. |
| 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. |
Inventory
iron greatmaul (17-25.5 power, 1 apr) iron greatmaul (17-25.5 power, 1 apr)Requires: - Strength 11 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Mastery: Heavy Arms Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
tangling iron longsword of massacre (19-26.6 power, 2 apr) tangling iron longsword of massacre (19-26.6 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Heavy Arms Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 nature Sharp, long, and deadly. |
iron mace (12-16.8 power, 2 apr) iron mace (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Heavy Arms Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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 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, 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Symbiotic Poison from Allarran hits Bill the Stone Troll for 9 nature damage.
Talent Rock Mortar is ready to use.
Talent Pinpoint Toss is ready to use.
Talent Earthen Gun is ready to use.
Allarran uses Pinpoint Toss.
Allarran uses Earthen Gun.
Allarran's Earthen Gun hits Bill the Stone Troll for 20 physical, 83 physical (102 total damage).
Symbiotic Poison from Allarran hits Bill the Stone Troll for 4 nature damage.
Allarran stops regenerating health quickly.
Allarran uses Rock Mortar.
Allarran uses Pinpoint Toss.
Allarran hits Bill the Stone Troll for 53 physical damage.
Bill the Stone Troll is no longer poisoned!
Bill the Stone Troll is poisoned by ivy thorns!
Allarran reflects damage back to Bill the Stone Troll!
Allarran hits Bill the Stone Troll for 7 reflected damage.
Bill the Stone Troll hits Allarran for (24 absorbed), 43 physical (43 total damage).
Talent Choking Dust is ready to use.
Talent Earthen Gun is ready to use.
Symbiotic Poison from Allarran hits Bill the Stone Troll for 17 nature damage.
Allarran uses Earthen Gun.
Allarran's Earthen Gun hits Bill the Stone Troll for 19 physical, 83 physical (101 total damage).
Allarran slows down.
Bill the Stone Troll uses Knockback.
Saving game...
