Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 21 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by Ilel the halfling at level 10 on the 30th Dusk 122nd year of Ascendancy at 17:21 0 / 5Killed by Ilel the halfling at level 10 on the 30th Dusk 122nd year of Ascendancy at 18:29 Killed by Mayynn the minotaur at level 14 on the 13rd Haze 122nd year of Ascendancy at 01:05 Killed by Xaneldanne the skeleton master archer at level 21 on the 22nd Regrowth 123rd year of Ascendancy at 07:37 Killed by Grand Corruptor at level 21 on the 37th Regrowth 123rd year of Ascendancy at 23:15 |
Primary Stats
| Strength | 60 (base 40) |
| Dexterity | 21 (base 10) |
| Constitution | 42 (base 25) |
| Magic | 49 (base 40) |
| Willpower | 21 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | 727/776 |
| Positive | 0/110 |
| Stamina | 91/198 |
| Healing Factor | 1.3 |
| Regeneration | 5.525 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 36 |
| Crit Chance | 15% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 37.5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.15 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 41.24 (76.629213483146%) |
| Defense | 30.425 |
| Ranged Defense | 36.425 |
| Fatigue | 42 |
| Physical Save | 38.725 |
| Spell Save | 42.75 |
| Mental Save | 30.5 |
Defense: Resistances
| All | 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 36% |
| Silence Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 68% |
Inscriptions (3/3)
| 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 266 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 305 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+12). Continuum Destabilization |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife& And now for a grave | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You failed to protect the lost sun paladin from death by lesser vampire. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
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. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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&LIGHT_GREENWHITESLATE | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj&WHITEREDWHITELIGHT_GREEN039;ve found the needed chunk of ghoul flesh. The Brotherhood of Alchemists* &039; * You&WHITELIGHT_GREEN039;ve found the needed length of troll intestine. * You&WHITESLATE039;Needed: one vial of elder vampire blood. Once you&039; Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * &039;t drink it, even if it tells you to.&WHITESLATE039;Needed: one storm wyrm claw. I recommend severing one of dewclaws. They&039;ve never been blunted by use, so be careful you don&039;t get eaten.&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITEGREENWHITELIGHT_GREEN039;ve found the needed warg claw. * You&WHITELIGHT_GREEN039;ve found the needed vial of squid ink. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Till the Blood Runs Clear | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots &039; (0 def, 8 armour) pair of iron boots &039; (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes resistances penetration: +5% mind Mental save: +9 (+4 eff.) Mental crit. chance: +1% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Bloomsteel BloomsteelInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 mind Changes resistances: +3% nature Maximum life: +66.00 Mental crit. chance: +2% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Phlegmroar (0 def, 2 armour) Phlegmroar (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +5 Str / +1 Dex / +3 Wil / +3 Con Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.20 Technique / Grappling Disarm immunity: +36% Light radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 47/100. The very essence of bearness! |
| On fingers | steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +5 Dex / +4 Mag / +4 Cun / +1 Con Changes resistances: +9% acid / +5% arcane / +3% lightning Spell save: +20 (+7 eff.) Maximum stamina: +10.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn& |
| Around neck | Erolatharath ErolatharathInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +3 Defense: +13 (+6 eff.) Fatigue: -8% Changes stats: +10 Lck / +5 Con Reduces incoming crit damage: 15.00% Physical save: +8 (+3 eff.) Disease immunity: +25% Silence immunity: +15% Life regen: +4.00 Maximum life: +56.00 Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
| In main hand | stralite waraxe &039; (41-57.4 power, 5 apr) stralite waraxe &039; (41-57.4 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +2.0% Changes stats: +2 Str Reduces incoming crit damage: 10.00% One-handed war axes. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Gynor the voratun shield (12 def, 3 armour, 66.5-79.8 power, 202.5 block) Gynor the voratun shield (12 def, 3 armour, 66.5-79.8 power, 202.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +202 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Grants telepathy: Dragon Talent granted: +5 Block Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Maximum life: +55.00 Handheld deflection devices. |
| Cloak | linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blazeglory the stralite plate armour (7 def, 13 armour) Blazeglory the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Effects on melee hit: * 15% chance to daze Changes resistances: +20% fire Changes resistances penetration: +5% fire Changes damage: +12% lightning A suit of armour made of metal plates. |
Inventory
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 of up to 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Prothotipe& Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target&LASTANTIQUE_WHITE |
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 324/400. 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Achievements
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Scire the Higher Sun Paladin level 21
38th Regrowth 123rd year of Ascendancy at 02:32 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Scire the Higher Sun Paladin level 20
9th Regrowth 123rd year of Ascendancy at 23:22 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Scire the Higher Sun Paladin level 10
19th Dusk 122nd year of Ascendancy at 18:25 see stats
Exterminator
Killed 1000 creatures.By Scire the Higher Sun Paladin level 19
5th Allure 123rd year of Ascendancy at 12:46 see stats
Level 10
Got a character to level 10.By Scire the Higher Sun Paladin level 10
2nd Dusk 122nd year of Ascendancy at 19:05 see stats
Level 20
Got a character to level 20.By Scire the Higher Sun Paladin level 20
8th Regrowth 123rd year of Ascendancy at 01:16 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Scire the Higher Sun Paladin level 3
78th Pyre 122nd year of Ascendancy at 20:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Scire the Higher Sun Paladin level 7
3rd Summertide 122nd year of Ascendancy at 18:17 see stats
The Arena
Unlocked Arena mode.By Scire the Higher Sun Paladin level 7
9th Flare 122nd year of Ascendancy at 00:39 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Scire the Higher Sun Paladin level 21
51st Regrowth 123rd year of Ascendancy at 09:08 see stats
The secret city
Discovered the truth about mages.By Scire the Higher Sun Paladin level 10
4th Dusk 122nd year of Ascendancy at 19:40 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Scire the Higher Sun Paladin level 18
65th Haze 122nd year of Ascendancy at 23:17 see stats
Log
Ran for 2 turns (stop reason: taken damage).
Talent Infusion: Wild is ready to use.
Today is the 51st Regrowth of the 123rd year of the Age of Ascendancy of Maj&LASTfbd578LASTaaaaaaLASTLASTLASTLASTTalent Providence is ready to use.
Talent Sun Ray is ready to use.
Talent Shield Slam is ready to use.
Talent Brandish is ready to use.
Talent Healing Light is ready to use.
You gain 8.00 gold from the transmogrification of aquamarine.
Talent Born into Magic is ready to use.
There is a teleportation circle to the surface here (press &039; or right click to use).
You gain 1.74 gold from the transmogrification of brass lantern of health.
You gain 12.46 gold from the transmogrification of steel shield &039; (6 def, 2 armour, 16-19.2 power, 39 block).
You gain 1.64 gold from the transmogrification of prismatic iron mail armour of stability (2 def, 4 armour).
You gain 4.11 gold from the transmogrification of woollen robe of alchemy (0 def, 0 armour).
You gain 0.95 gold from the transmogrification of dwarven-steel battleaxe of massacre (40.5-60.75 power, 2 apr).
There is a Hidden compound here (press &039; 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.
