Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.2 |
| 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. 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Reaver |
| Level / Exp | 7 / 90% |
| Size | big |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 20 (base 14) |
| Dexterity | 10 (base 11) |
| Constitution | 12 (base 10) |
| Magic | 32 (base 30) |
| Willpower | 8 (base 10) |
| Cunning | 17 (base 15) |
Resources
| Life | 331/331 |
| Vim | 149/149 |
| Healing Factor | 1.4 |
| Regeneration | 3.71 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 4 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30.5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12.4 |
| Crit Chance | 3% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 19 (37%) |
| Defense | 21.5 |
| Ranged Defense | 31.5 |
| Fatigue | 8 |
| Physical Save | 22.1 |
| Spell Save | 14 |
| Mental Save | 8.75 |
Defense: Immunities
| Teleport Resistance | 10% |
| Poison Resistance | 5% |
| 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
| Corruption / Scourge | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Willful Tormenter |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
| Tool | supercharged iron torque of psychoportation [power 24] (41 cooldown) supercharged iron torque of psychoportation [power 24] (41 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 24), putting all charms on cooldown for 41 turns. Torques are made by powerful psionics to store psionic powers. |
| Main armor | Elenoletir the drakeskin leather armour (20 def, 8 armour) Elenoletir the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+10 eff.) Ranged Defense: +20 (+10 eff.) Fatigue: +8% Damage (Melee): 7 lightning Damage (Ranged): 8 lightning Changes resistances: +28% lightning / +48% cold / +3% light Poison immunity: +5% Disease immunity: +10% Teleport immunity: +10% Life regen: +2.40 Maximum life: +54.00 Healing mod.: +26% A suit of armour made of leather. |
| On hands | Isywen the rough leather gloves (0 def, 1 armour) Isywen the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+4 eff.) Armour: +1 Changes stats: +3 Str Grants telepathy: Humanoid/Orc Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | survivor& survivor&Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +40.00 Light radius: +2 Healing mod.: +14% 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 | elven-silk wizard hat of earthrunes (3 def, 2 armour) elven-silk wizard hat of earthrunes (3 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Changes stats: +2 Con It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 62.00 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| In main hand | Venommistress the yew vilestaff (20-24 power, 4 apr, blight element) Venommistress the yew vilestaff (20-24 power, 4 apr, blight 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% Damage Shield penetration (this weapon only): +20% When wielded/worn: Armour: +8 Armour Hardiness: +7% Damage when hit (Melee): 12 arcane Changes resistances: +6% nature Changes damage: +26% blight Talent granted: +1 Command Staff Physical save: +7 (+4 eff.) Spellpower: +9 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Inventory
movement infusion (412% speed; 6 turns) movement infusion (412% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 412% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
biting gale rune (31 cold damage; 20 apply power) biting gale rune (31 cold damage; 20 apply power)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 31.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental 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. |
Guvena (24.5-34.3 power, 4 apr) Guvena (24.5-34.3 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+8 eff.) Armour penetration: +8 Physical power: +6 (+3 eff.) Defense: +7 (+4 eff.) Changes stats: +2 Str / +2 Wil / +1 Cun / +3 Con Changes resistances penetration: +15% physical Changes damage: +8% physical Disarm immunity: +36% Sharp, long, and deadly. |
dwarven-steel longsword &039; (22.5-31.5 power, 4 apr) dwarven-steel longsword &039; (22.5-31.5 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 arcane / +8 fire When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +5% arcane / +11% all Changes resistances penetration: +14% nature Sharp, long, and deadly. |
Veledhetha the linen robe (0 def, 0 armour) Veledhetha the linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% lightning / +6% darkness / +8% fire / +7% blight / +7% cold / +5% arcane / +7% light Changes resistances penetration: +15% arcane / +15% blight Changes damage: +9% blight Physical save: +12 (+6 eff.) Spell save: +24 (+15 eff.) Mental save: +12 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cyredhetta the pair of iron boots (0 def, 3 armour) Cyredhetta the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Dex / +1 Cun / +1 Wil Changes resistances: +6% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +17 (+16 eff.) Armour: +2 Changes stats: +4 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets &039; (0 def, 1 armour) iron gauntlets &039; (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Light radius: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Betotira the iron helm (0 def, 3 armour) Betotira the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 blight Changes resistances: +7% lightning / +6% temporal / +6% blight Changes damage: +3% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner& miner&Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes resistances: +11% cold Allows you to breathe in: water Infravision radius: +3 A cap made of leather. |
deflecting dwarven-steel shield of resilience (15 def, 2 armour, 76.5 block) deflecting dwarven-steel shield of resilience (15 def, 2 armour, 76.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+8 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Talent granted: +3 Block Maximum life: +50.00 Deflect projectiles away: +7% Handheld deflection devices. |
iron pickaxe &039; (dig speed 39 turns) iron pickaxe &039; (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Grants telepathy: Dragon Humanoid/Orc Mindpower: +6 (+6 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner& miner&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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&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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Honkhonkhonk the Ogre Reaver level 7
4th Mirth 122nd year of Ascendancy at 08:21 see stats
Log
There is an exit to the worldmap here (press &039; or right click to use).
Ran for 42 turns (stop reason: at exit).
You gain 0.25 gold from the transmogrification of iron waraxe (12.5-17.5 power, 2 apr).
You gain 0.25 gold from the transmogrification of iron waraxe (12.5-17.5 power, 2 apr).
You gain 0.50 gold from the transmogrification of rough leather armour (1 def, 2 armour).
Honkhonkhonk wears (replacing Veledhetha the linen robe (0 def, 0 armour)): Elenoletir the drakeskin leather armour (20 def, 8 armour).
Resting starts...
Rested for 10 turns (stop reason: all resources and life at maximum).
You gain 4.89 gold from the transmogrification of Olistir the quiver of ash arrows (18/18, 18.5-25.9 power, 7 apr).
There is a Elvala (Town) here (press &039; or right click to use).
You feel very confident walking into this place.
Saving game...
There is a Entrance to the Scintillating Caves here (press &039; or right click to use).
Ran for 5 turns (stop reason: hostile spotted to the northwest (ziguranth patrol)).
Saving done.
Today is the 6th Flare of the 122nd year of the Age of Ascendancy of Maj&LASTLAST039;Eyal.
The time is 02:18.
Today is the 8th Flare of the 122nd year of the Age of Ascendancy of Maj&LASTLASTYELLOW_GREEN039;&LAST039;Eyal.
The time is 02:00.
Honkhonkhonk deactivates Willful Tormenter.
