Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| 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 1.4.0Official Expansion!Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 11 / 64% |
| Size | big |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 24 (base 12) |
| Dexterity | 11 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 14 (base 12) |
| Willpower | 16 (base 12) |
| Cunning | 14 (base 12) |
Resources
| Life | 272/272 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Barehand
| Damage | 11 |
| Accuracy | 6 |
| Crit Chance | 1% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 5 |
| Physical Save | 20 |
| Spell Save | 19 |
| Mental Save | 10 |
Defense: Resistances
| All | 0%( 70%) |
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
Generic Talents
| Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | 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
| Tool | tentacled yew totem of thorny skin [power 46] (3/20 cooldown) tentacled yew totem of thorny skin [power 46] (3/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| 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. |
| On head | drakeskin leather cap 'Islykira' (0 def, 5 armour) drakeskin leather cap 'Islykira' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 7 physical Changes stats: +9 Str / +6 Wil Changes resistances: +9% lightning / +15% temporal / +11% physical Changes damage: +6% blight Physical save: +9 (+5 eff.) Spell save: +9 (+5 eff.) Mana when firing critical spell: +1.00 Spellpower: +8 (+4 eff.) Spell crit. chance: +1% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 72.2 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Inventory
stralite battleaxe 'Daimydrazor' (58.5-87.75 power, 3 apr) stralite battleaxe 'Daimydrazor' (58.5-87.75 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 58.5 - 87.8 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: * 41% chance to corrode armour Burst (radius 2) on crit: +16 fire When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +2 Wil Changes resistances penetration: +13% acid / +17% fire / +10% arcane Spell save: +20 (+10 eff.) Life regen: +2.00 Global speed: +6% Damage Shield penetration: +10% Massive two-handed battleaxes. |
elven-wood starstaff 'Zayakor' (25-30 power, 5 apr, temporal element) elven-wood starstaff 'Zayakor' (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 mind When wielded/worn: Changes stats: +10 Con Changes resistances: +3% light / +9% temporal Changes damage: +25% temporal Talent granted: +1 Command Staff Life regen: +2.50 Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Spellpower: +25 (+12 eff.) Spell crit. chance: +4% Healing mod.: +44% Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone magestaff of might (30-36 power, 6 apr, lightning element) surging dragonbone magestaff of might (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 (+7 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+15 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+10 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Glimmerwild (4 def, 7 armour) Glimmerwild (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+4 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes resistances: +9% darkness Life regen: +6.40 Stamina each turn: +1.30 Maximum life: +66.00 Light radius: +3 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +20% A suit of armour made of leather. |
stralite plate armour 'Ivyba' (7 def, 21 armour) stralite plate armour 'Ivyba' (7 def, 21 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +21 Defense: +7 (+7 eff.) Fatigue: +19% Damage (Melee): 16 acid / 16 fire Damage when hit (Melee): 13 acid / 12 fire Changes resistances: +22% acid / +43% fire / +6% darkness Physical save: +10 (+5 eff.) Spell save: +25 (+13 eff.) Poison immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +15% A suit of armour made of metal plates. |
148 alchemist agate 148 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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 after 40 turns, 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. |
Berychik the Satyrnaught (19/19, 52.5-63 power, 6 apr) Berychik the Satyrnaught (19/19, 52.5-63 power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 19 On weapon hit: * Slows global speed by 40% * 10% chance to knock the target back Damage (Ranged): +37 physical / +20 cold / +8 nature / +23 fire Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +9 cold / +8 nature / +11 fire Shots are used with slings to pummel your foes to death. |
Achievements
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Quickben the Ogre Adventurer level 10
4th Flare 122nd year of Ascendancy at 17:59 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Quickben the Ogre Adventurer level 3
4th Mirth 122nd year of Ascendancy at 23:57 see stats
Log
Quickben picks up (h.): gifted vined mindstar of resolve (4.5-4.95 power, 18 apr, nature damage).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 46 turns (stop reason: at exit).
Quickben wears: drakeskin leather cap 'Islykira' (0 def, 5 armour).
You gain 1.63 gold from the melting of reinforced leather armour of clarity (4 def, 7 armour).
You gain 2.17 gold from the melting of drakeskin leather armour of natural resilience (5 def, 8 armour).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.84 gold from the melting of prismatic dwarven-steel helm of dexterity (+5) (0 def, 4 armour).
You gain 0.78 gold from the melting of cleansing hardened leather cap (0 def, 3 armour).
You collect a new ingredient: stack of herbs (goldleaf) (1).
You gain 3.28 gold from the melting of horrifying living mindstar of clarity (17.5-19.25 power, 40 apr, mind damage).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 1.93 gold from the melting of gifted vined mindstar of resolve (4.5-4.95 power, 18 apr, nature damage).
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 3.15 gold from the melting of creative pulsing mindstar (13.5-14.85 power, 32 apr, mind damage).
You collect a new ingredient: stack of herbs (goldleaf) (1).
You gain 2.85 gold from the melting of blooming living mindstar (17-18.7 power, 40 apr, mind damage).
You collect a new ingredient: lump of voratun (1).
You gain 3.36 gold from the melting of chilling voratun greatsword of massacre (67.5-108 power, 4 apr).
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 4.00 gold from the melting of schematic: Steamsaw.
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 4.00 gold from the melting of schematic: Spring Grapple.
You gain 0.59 gold from the melting of manasurge rune (600% regen over 10 turns; 30 instant mana).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
