












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Embers of Rage 1.7.0Official 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:
Ashes of Urh'Rok 1.7.0Official 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:
Forbidden Cults 1.7.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 11 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Cyrogada the dremling at level 11 on the 9th Profit 122nd year of Ascendancy at 15:42 / 1 |
Primary Stats
| Strength | 24 (base 12) |
| Dexterity | 12 (base 10) |
| Constitution | 22 (base 17) |
| Magic | 20 (base 22) |
| Willpower | 34 (base 31) |
| Cunning | 10 (base 10) |
Resources
| Life | -92/556 |
| Mana | 230/280 |
| Equilibrium | 45 |
| Healing Factor | 1.2024166372473 |
| Regeneration | 7.5151039827956 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 41 |
| Crit Chance | 3% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 41 |
| Crit Chance | 2% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +20% |
| Physical | +3% |
| Light | +30% |
| All | +0% |
Offense: Damage Penetration
| Light | +5% |
Defense: Base
| Armour (hardiness) | 29.413408721348 (65.897138898113%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 17 |
| Physical Save | 19 |
| Spell Save | 23 |
| Mental Save | 31 |
Defense: Resistances
| Acid | 12%( 70%) |
| Arcane | 5%( 70%) |
| Cold | 67%( 70%) |
| All | 0%( 70%) |
| Lightning | 5%( 70%) |
| Light | 70%( 70%) |
| Darkness | 12%( 70%) |
| Fire | 14%( 70%) |
| Nature | 6%( 70%) |
Defense: Immunities
| Silence Resistance | 23% |
| Confusion Resistance | 44% |
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 heal yourself for 181 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
From bellow, it devours | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 |
Equipment
| On feet | undeterred pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +23% Confusion immunity: +21% Stun/Freeze immunity: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | miner&Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Str Infravision radius: +1 A cap made of leather. |
| On hands | sand iron gauntlets of dexterity (+2) (0 def, 6 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +6 Fatigue: +1% Damage (Melee): 5 physical Changes stats: +2 Dex Changes damage: +3% physical Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron torque of gale force &039; [power 110] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Str Spell save: +9 (+5 eff.) Mental save: +3 (+1 eff.) Life regen: +2.00 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 113 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Obsidianhunter the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes resistances: +46% cold / +40% light / +12% darkness Changes damage: +20% light / +20% cold Maximum encumbrance: +40 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% Rings make your fingers look great! |
| On fingers | copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +23% Rings make your fingers look great! |
| Around neck | Galakath the ShineireCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% nature / +3% fire Changes resistances penetration: +5% light Mental save: +9 (+4 eff.) Life regen: +2.00 Light radius: +1 Amulets make your neck look great! |
| In main hand | swashbuckler&Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +45 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +4 Fatigue: +8% Changes stats: +2 Str / +2 Dex Changes resistances: +6% acid / +5% fire / +5% lightning / +6% cold Talent granted: +1 Block Handheld deflection devices. |
| Around waist | BregylanikInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% acid / +6% fire / +5% arcane Maximum life: +32.00 A belt that goes around your waist. |
| In off hand | reinforced iron shield of cold resistance (+15%) (0 def, 4 armour, 8-10 power, 44.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +44 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +15% cold Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Zanydan (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Physical save: +3 (+2 eff.) Mental save: +9 (+4 eff.) Knockback immunity: +10% Life regen: +2.00 Only die when reaching: -60.00 life Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fortifying iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +3 Str / +2 Con Maximum life: +32.00 A suit of armour made of mail. |
Inventory
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+10 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
This item will automatically be transmogrified when you leave the level.warlord& Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +4 Wil Changes resistances: +5% physical Physical save: +5 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening iron plate armour of stability (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +4 Cun / +4 Wil Changes resistances: +5% physical Physical save: +11 (+6 eff.) Mental save: +10 (+5 eff.) A suit of armour made of metal plates. |
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 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 Activation costs 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 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. |
This item will automatically be transmogrified when you leave the level.deadly pouch of iron shots of vileness (17/17, 18-22 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 18.5 - 22.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 12 Damage (Ranged): +8 blight Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.extending elm wand of shielding [power 116] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
2nd Profit 122nd year of Ascendancy at 11:58 see stats
Log
Melee retaliation hits Cyrogada the dremling for 5 arcane damage.
Cyrogada the dremling&fbd578039;s bizarre adventure for 40 physical damage.
Cyrogada the dremling hits Dwarf&LASTLIGHT_GREENLASTYELLOWLAST34 total damage).
Melee retaliation hits Cyrogada the dremling for 5 arcane damage.
Talent Infusion: Regeneration is ready to use.
Bloodstar from Cyrogada the dremling hits Dwarf&LASTWHITELASTLASTLIGHT_GREENLASTDwarf&LASTLASTStun.
Dwarf&LASTLASTUID:222740:0fbd578039;s bizarre adventure for 8 nature, 2 light (10 total damage).
Melee retaliation hits Cyrogada the dremling for 5 arcane damage.
Dwarf&Infusion: Healing.
Dwarf&LASTLIGHT_GREENLASTLASTDwarf&LASTWHITELASTWHITELASTPURPLELASTPURPLELASTYELLOWLASTWHITELASTWHITELASTPURPLELASTPURPLELASTYELLOWLAST64 total damage).
Cyrogada the dremling hits Dwarf&LASTGREENLASTLAST039;s Steamgun Turret hits Dwarf&LASTWHITELASTLAST039;s bizarre adventure is free from the bloodstar.
Talent Vitality is ready to use.
Cyrogada the dremling shoots!
Dwarf&039;s &039;!
Dwarf&LASTLASTLAST039;s Shoot hits Dwarf&LASTWHITELASTLASTUID:222740:0fbd578039;s bizarre adventure for 34 nature, 2 light (35 total damage).
Dwarf&LASTLIGHT_GREENLASTWHITELASTPURPLELASTPURPLELASTYELLOWLASTLIGHT_GREENLASTWHITELASTPURPLELASTPURPLELASTYELLOWLAST39 total damage).
Melee retaliation hits Cyrogada the dremling for 2 arcane damage.
Cyrogada the dremling hits Dwarf&LASTGREENLASTLAST039;s Steamgun Turret hits Dwarf&LASTWHITELASTLAST{bold}039;s bizarre adventure the level 11 dwarf stone warden was melted to death by Cyrogada the dremling on level 1 of The Deep Bellow.































































