Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Quick Drown NPCs 1.2.1New 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 | Yeek |
| Class | Demonologist |
| Level / Exp | 11 / 19% |
| Size | small |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 20 (base 23) |
| Dexterity | 16 (base 13) |
| Constitution | 20 (base 17) |
| Magic | 28 (base 26) |
| Willpower | 19 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | 238/304 |
| Stamina | 127/134 |
| Vim | 162/167 |
| Healing Factor | 1.21 |
| Regeneration | 14.8225 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 38 |
| Crit Chance | 5% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 34.927882169967 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 42.619000645495 (56.923076923077%) |
| Defense | 20.05 |
| Ranged Defense | 23.05 |
| Fatigue | 30 |
| Physical Save | 38 |
| Spell Save | 33.225 |
| Mental Save | 37.35 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 35% |
| Disarm Resistance | 21% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 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 poison effect. |
Class Talents
| Corruption / Demonic pact | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Infernal combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Black-magic | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Willful Tormenter |
| talent | Hardened Core |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons&039;ve used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You abandoned lost anorithil to death. Escort: lost anorithil (level 2 of Norgos Lair) | failed |
Explore the caves below the ruins of Kor&SLATEWHITESLATE039;Pul and find out what lurks there and what treasures are to be gained! Of trolls and damp caves | active |
Various alchemists around Maj&WHITESLATE039;Needed: one vial of elder vampire blood. Once you&039; The Brotherhood of Alchemists* &039; * &039; | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots &039; (0 def, 3 armour) pair of hardened leather boots &039; (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 blight Changes stats: +4 Cun / +4 Con Changes resistances: +5% arcane Physical save: +15 (+6 eff.) Mental save: +19 (+7 eff.) A pair of boots made of leather. |
| Light source | Khelygrim the brass lantern Khelygrim the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Blindness immunity: +10% Stun/Freeze immunity: +10% Psi when hit: +0.04 Maximum hate: +4.00 Light radius: +2 Healing mod.: +10% 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 | leafwalker& leafwalker&Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +3 Dex Changes resistances: +6% nature Spell save: +4 (+2 eff.) Maximum life: +40.00 Healing mod.: +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of psychoportation &039; [power 28] (27 cooldown) steel torque of psychoportation &039; [power 28] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +5% nature / +5% fire Changes damage: +6% nature It can be used to teleport randomly (rad 28), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
| On hands | steady iron gauntlets of dexterity (+2) (0 def, 1 armour) steady iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +1 Changes stats: +2 Dex Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Layynn the steel mace (14.5-20.3 power, 3 apr) Layynn the steel mace (14.5-20.3 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +2 Cun Talent granted: +1 Flame Bolts Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +8 Light radius: +2 Blunt and deadly. |
| Main armor | spiked steel mail armour of spell shielding (2 def, 6 armour) spiked steel mail armour of spell shielding (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 11 physical Changes resistances: +5% arcane Spell save: +11 (+6 eff.) A suit of armour made of mail. |
| In off hand | steel shield &039; (6 def, 2 armour, 12.5-15 power, 41 block) steel shield &039; (6 def, 2 armour, 12.5-15 power, 41 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +41 Damage Shield penetration (this weapon only): +10% Damage (Melee): +11 light When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 10% chance to blind Damage when hit (Melee): 8 blight Changes stats: +2 Mag / +4 Con Changes resistances: +18% lightning / +15% fire / +10% light / +15% acid Reduce damage by fixed amount: +5 acid Talent granted: +2 Block Maximum vim: +20.00 Spell crit. chance: +1% Handheld deflection devices. |
| Cloak | cashmere cloak of the guardian (10 def, 5 armour) cashmere cloak of the guardian (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Physical save: +15 (+6 eff.) Spell save: +15 (+7 eff.) Mental save: +15 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Korotar KorotarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +1 Cun / +3 Wil Changes damage: +3% blight Amulets can have magical properties. |
Inventory
sun infusion of the sneak (rad 6; power 34; turns 5; dispells darkness) sun infusion of the sneak (rad 6; power 34; turns 5; dispells darkness)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 17). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 34) for 5 turns. Its effects scale with your Cunning stat. 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. |
voratun greatmaul &039; (67-100.5 power, 4 apr) voratun greatmaul &039; (67-100.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 37% chance to corrode armour * 25% chance to put talents on cooldown When wielded/worn: Armour penetration: +13 Changes stats: +1 Mag Changes resistances penetration: +19% acid / +14% physical / +5% temporal Changes damage: +14% physical Grants telepathy: Demon/Minor Demon/Major Life regen: +4.00 Light radius: +2 Infravision radius: +2 Massive two-handed mauls. |
mighty elm longbow mighty elm longbowRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +2 Str Longbows are used to shoot arrows at your foes. |
insidious iron waraxe of projection (11.5-16.1 power, 2 apr) insidious iron waraxe of projection (11.5-16.1 power, 2 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +11 insidious poison / +5 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
miner& miner&Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Cuthirig the rough leather gloves (0 def, 1 armour) Cuthirig the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +5% arcane / +6% cold Changes damage: +9% arcane / +3% cold Spell crit. chance: +2% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spiked dwarven-steel mail armour (3 def, 8 armour) spiked dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical A suit of armour made of mail. |
steel mail armour &039; (2 def, 6 armour) steel mail armour &039; (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 nature Changes resistances: +20% cold Changes damage: +6% blight / +6% nature A suit of armour made of mail. |
112 alchemist agate 112 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [wretchling] (level 13, mainhand) demon seed [wretchling] (level 13, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 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. |
Grinarach the Splendoursnake [power 109] (25 cooldown) Grinarach the Splendoursnake [power 109] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes damage: +12% light Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +4 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 109 for 7 turns, putting all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast &039; [power 65] (5 cooldown) iron torque of mindblast &039; [power 65] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% lightning Light radius: +2 It can be used to fire a blast of psionic energies in a range 6 beam (dam 32-65), putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Definition of Insanity the Yeek Demonologist level 11
9th Dusk 122nd year of Ascendancy at 13:04 see stats
Hell has no fury like a demon scorned! (Madness (Adventure) difficulty)
Escaped the Searing Halls.By Definition of Insanity the Yeek Demonologist level 8
79th Pyre 122nd year of Ascendancy at 01:20 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Definition of Insanity the Yeek Demonologist level 10
1st Summertide 122nd year of Ascendancy at 09:20 see stats
Log
Definition of Insanity&LIGHT_REDLASTLASTLASTORANGE039;Sunder Arms&LASTDefinition of Insanity hits Minotaur for 12 blight, 4 temporal, 11 physical, (27 total damage).
Minotaur hits Definition of Insanity for 44 physical, 6 lightning (50 total damage).
Definition of Insanity uses Shield Pummel.
Definition of Insanity performs a melee critical strike against Minotaur!
Minotaur is stunned!
Definition of Insanity hits Minotaur for 12 physical, 16 light, , 27 physical, 16 light, (71 total damage).
Definition of Insanity hits Minotaur for 11 blight, 3 temporal, 9 physical, (23 total damage).
Minotaur hits Definition of Insanity for 8 physical, 2 lightning (10 total damage).
Definition of Insanity hits Minotaur for 11 blight, 3 temporal, 9 physical, (23 total damage).
Minotaur hits Definition of Insanity for 9 physical, 2 lightning (11 total damage).
Minotaur is afflicted by a crippling illness!
Definition of Insanity hits Minotaur for 18 physical, 13 cold, (31 total damage).
You collect a new ingredient: minotaur nose.
Definition of Insanity hits Minotaur for 12 blight damage.
Minotaur hits Definition of Insanity for 10 physical, 2 lightning (12 total damage).
Definition of Insanity killed Minotaur!
Talent Shield Pummel is ready to use.
Definition of Insanity uses Infusion: Regeneration.
Definition of Insanity starts regenerating health quickly.
Definition of Insanity stops regenerating health quickly.
Definition of Insanity deactivates Willful Tormenter.
Definition of Insanity deactivates Hardened Core.
