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! Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 7 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by Fuzzy at level 7 on the 74th Pyre 122nd year of Ascendancy at 18:09 / 1 |
Primary Stats
| Strength | 14 (base 16) |
| Dexterity | 11 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 16 (base 14) |
| Willpower | 13 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -8/190 |
| Positive | 0/68 |
| 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 | 9 |
| Accuracy | 5 |
| Crit Chance | 1% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13.5 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 10.62 (59.10447761194%) |
| Defense | 6.35 |
| Ranged Defense | 10.35 |
| Fatigue | 18 |
| Physical Save | 8.4 |
| Spell Save | 10.15 |
| Mental Save | 8.4 |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 / 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 |
| Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is asphyxiating, preventing breathing and making it suffocate. Asphyxiating |
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, 10.5-12.6 power, 19.5 block) iron shield (4 def, 2 armour, 10.5-12.6 power, 19.5 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: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 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 (11.5-16.1 power, 2 apr) iron mace (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 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
heat beam rune (40 fire damage) heat beam rune (40 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Druderig the stralite battleaxe (42-63 power, 3 apr)Druderig the stralite battleaxe (42-63 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 24% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +4 arcane Burst (radius 2) on crit: +24 fire When wielded/worn: Accuracy: +19 (+16 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +6 (+6 eff.) Changes stats: +9 Str / +2 Con Changes resistances: +6% arcane Changes resistances penetration: +19% fire Changes damage: +3% blight / +19% physical Critical mult.: +3.00% Stamina when hit: +3.00 Global speed: +7% Massive two-handed battleaxes. |
iron greatsword (13-20.8 power, 1 apr) iron greatsword (13-20.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 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. warden's hardened leather sling of naturewarden's hardened leather sling of nature Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +23 nature When wielded/worn: Ammo reloads per turn: +4 Changes stats: +5 Mag Changes resistances: +7% all Changes resistances penetration: +11% physical / +10% nature / +7% temporal Changes damage: +11% physical / +8% temporal Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. infernal yew vilestaff of protection (20-24 power, 4 apr, darkness element)infernal yew vilestaff of protection (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: Damage (Melee): 23 fire Changes resistances: +10% darkness Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +30.00% Spellpower: +17 (+10 eff.) Spell crit. chance: +3% See invisible: +14 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding elm vilestaff of might (10-12 power, 2 apr, darkness element)lifebinding elm vilestaff of might (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +10% darkness Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +8 (+6 eff.) Spell crit. chance: +8% Healing mod.: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. naturalist's iron gauntlets of strength (+3) (0 def, 1 armour)naturalist's iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+7 eff.) Armour: +1 Damage (Melee): 7 nature Changes stats: +3 Str Changes resistances: +6% nature Changes damage: +5% nature Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of the deep (5 def, 14 armour)spiked drakeskin leather armour of the deep (5 def, 14 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 20 physical Changes resistances: +15% acid / +13% cold Allows you to breathe in: water A suit of armour made of leather. |
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. |
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. quick elven-wood totem of cure ailments [power 2] (7 cooldown)quick elven-wood totem of cure ailments [power 2] (7 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 2 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Fuzzy picks up (c.): warden's hardened leather sling of nature.
Fuzzy picks up (g.): quick elven-wood totem of cure ailments [power 2] (7 cooldown).
Fuzzy picks up (d.): infernal yew vilestaff of protection (20-24 power, 4 apr, darkness element).
Fuzzy picks up (b.): Druderig the stralite battleaxe (42-63 power, 3 apr).
Fuzzy picks up (f.): naturalist's iron gauntlets of strength (+3) (0 def, 1 armour).
Fuzzy picks up (g.): spiked drakeskin leather armour of the deep (5 def, 14 armour).
Fuzzy picks up (f.): lifebinding elm vilestaff of might (10-12 power, 2 apr, darkness element).
You somehow avoid the trap (Quality Leather).
Ran for 2 turns (stop reason: didn't move).
Ran for 5 turns (stop reason: didn't move).
Ran for 4 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: didn't move).
Velara the elven archer is asphyxiating!
You feel a surge of power as a powerful creature falls nearby.
Welcome to level 7 [Fuzzy].
Fuzzy has 20 stat point(s), 11 class talent point(s), 8 generic talent point(s) to spend. Press p to use them.
Genne the human sun-paladin is asphyxiating!
You feel a surge of power as a powerful creature falls nearby.
Fuzzy is asphyxiating!
Saving game...
