Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 7 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by Dahlia at level 7 on the 74th Pyre 122nd year of Ascendancy at 21:40 / 1 |
Primary Stats
| Strength | 15 (base 15) |
| Dexterity | 10 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 14 (base 14) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -19/197 |
| Positive | 6/68 |
| 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 | 11 |
| Accuracy | 4 |
| Crit Chance | 0% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 10.596689338462 (59.10447761194%) |
| Defense | 6 |
| Ranged Defense | 10 |
| Fatigue | 18 |
| Physical Save | 8 |
| Spell Save | 8 |
| Mental Save | 7 |
Defense: Immunities
| 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 (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 60 life over 5 turns. |
Class Talents
| Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 35%) Suffocating |
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 Heavy 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, 9-10.8 power, 22.5 block) iron shield (4 def, 2 armour, 9-10.8 power, 22.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +22 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 (13.5-18.9 power, 2 apr) iron mace (13.5-18.9 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune of the titan (radius 15; dur 26; see demon)vision rune of the titan (radius 15; dur 26; see demon) 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: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (15 radius) and to allow you to see invisible and stealthed creatures (power 21) for 26 turns. Your mind will become more receptive for 26 turns, allowing you to sense any demon around. Its effects scale with your Constitution stat. 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. lightning rune of the warrior (98 lightning damage)lightning rune of the warrior (98 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 32.67 to 98.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. 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. Heatdredge the elven-wood magestaff (25-30 power, 5 apr, cold element)Heatdredge the elven-wood magestaff (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. 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 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Damage when hit (Melee): 20 light / 20 fire Changes resistances penetration: +10% fire Changes damage: +9% light / +25% cold Talent granted: +1 Command Staff Physical save: +13 (+12 eff.) Spell save: +13 (+12 eff.) Mental save: +9 (+9 eff.) Spellpower: +12 (+9 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal elven-wood vilestaff (25-30 power, 5 apr, darkness element)infernal elven-wood vilestaff (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. 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 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 22 fire Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +30.00% Spellpower: +18 (+12 eff.) Spell crit. chance: +4% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff 'Nydor' (30-36 power, 6 apr, fire element)dragonbone magestaff 'Nydor' (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] 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 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Defense: +20 (+17 eff.) Ranged Defense: +9 (+9 eff.) Changes stats: +2 Cun / +3 Con Changes resistances: +13% darkness / +13% temporal Maximum wards: +3 fire Changes resistances penetration: +15% fire Changes damage: +30% fire Talents granted: +1 Command Staff +4 Ward Spell save: +30 (+21 eff.) Blindness immunity: +10% Spellpower: +15 (+10 eff.) Spell crit. chance: +5% Infravision radius: +3 Defense after a teleport: +35 Resist all after a teleport: +18% New effects duration reduction after a teleport: +35% Reduces paradox anomalies(equivalent to willpower): +23 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone starstaff of projection (30-36 power, 6 apr, physical element)shimmering dragonbone starstaff of projection (30-36 power, 6 apr, physical 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 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Mana each turn: +0.27 Maximum mana: +62.00 Spellpower: +19 (+12 eff.) Spell crit. chance: +8% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 11.81 to 14.17 physical damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
iron greatsword (17.5-28 power, 1 apr) iron greatsword (17.5-28 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty stralite steamgun of firemighty stralite steamgun of fire Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +12 fire Attacks use: 2.0 Steam When wielded/worn: Physical power: +9 (+7 eff.) Changes stats: +5 Str Changes damage: +14% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. strafer's stralite steamgunstrafer's stralite steamgun Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+10 eff.) Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. deadly pouch of stralite shots (20/20, 50.5-60.6 power, 5 apr)deadly pouch of stralite shots (20/20, 50.5-60.6 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 50.5 - 60.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Lightorder (2 def, 0 armour)Lightorder (2 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 30% chance to blind Effects when hit in melee: * Slows global speed by 6% * 7 arcane resource burn Changes resistances: +9% blight / +9% cold / +9% light / +5% arcane Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Spell save: +12 (+12 eff.) Mental save: +9 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe (5 def, 0 armour)spellwoven elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+5 eff.) Spell save: +25 (+18 eff.) Spellpower: +6 (+6 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. resilient cashmere cloak of Iron Throne (2 def, 0 armour)resilient cashmere cloak of Iron Throne (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +3 Str / +3 Con Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. insulating cashmere wizard hat (2 def, 0 armour)insulating cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +6% cold / +9% fire A pointy cloth hat, very wizardly... |
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. |
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. |
This item will automatically be transmogrified when you leave the level. Delolathakor [power 64] (20 cooldown)Delolathakor [power 64] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +3 Dex / +3 Con Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws Reduces incoming crit damage: 15.00% Infravision radius: +3 It can be used to harden the skin for 7 turns increasing armour by 64 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Ran for 4 turns (stop reason: didn't move).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Dahlia picks up (b.): vision rune of the titan (radius 15; dur 26; see demon).
Dahlia picks up (c.): lightning rune of the warrior (98 lightning damage).
Dahlia picks up (d.): shimmering dragonbone starstaff of projection (30-36 power, 6 apr, physical element).
Dahlia picks up (d.): dragonbone magestaff 'Nydor' (30-36 power, 6 apr, fire element).
Dahlia picks up (d.): infernal elven-wood vilestaff (25-30 power, 5 apr, darkness element).
Dahlia picks up (h.): deadly pouch of stralite shots (20/20, 50.5-60.6 power, 5 apr).
Dahlia picks up (i.): insulating cashmere wizard hat (2 def, 0 armour).
Dahlia picks up (i.): resilient cashmere cloak of Iron Throne (2 def, 0 armour).
Dahlia picks up (i.): spellwoven elven-silk robe (5 def, 0 armour).
Dahlia picks up (h.): mighty stralite steamgun of fire.
Dahlia picks up (i.): strafer's stralite steamgun.
Dahlia picks up (q.): Delolathakor [power 64] (20 cooldown).
Dahlia picks up (k.): Lightorder (2 def, 0 armour).
Dahlia picks up (d.): Heatdredge the elven-wood magestaff (25-30 power, 5 apr, cold element).
There is a Way into the Slazish fens here (press '' or right click to use).
Ran for 3 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 43 turns (stop reason: at exit).
Dahlia starts suffocating to death!
Dahlia is suffocating.
Saving game...
