Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| 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 | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Reaver |
| Level / Exp | 20 / 14% |
| Size | big |
| Lifes / Deaths | Killed by Adarawe the yellow ooze at level 18 on the 75th Dusk 122nd year of Ascendancy at 18:28 3 / 3Killed by shadow at level 20 on the 1st Haze 122nd year of Ascendancy at 23:36 Killed by Alil at level 20 on the 1st Haze 122nd year of Ascendancy at 23:41 |
Primary Stats
| Strength | 52 (base 32) |
| Dexterity | 14 (base 11) |
| Constitution | 41 (base 21) |
| Magic | 46 (base 45) |
| Willpower | 15 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | 701/701 |
| Vim | 176/176 |
| Healing Factor | 1.14 |
| Regeneration | 4.389 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 1 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 39 |
| Crit Chance | 14% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 39 |
| Crit Chance | 14% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 34.6 (84.761904761905%) |
| Defense | 11.4 |
| Ranged Defense | 11.4 |
| Fatigue | 27 |
| Physical Save | 45.85 |
| Spell Save | 33.175 |
| Mental Save | 38.125 |
Defense: Resistances
| All | 7%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 25% |
| Poison Resistance | 5% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| 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 257 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: 17 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 259 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 2/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | done |
Escort: lost warrior (level 1 of Ruins of Kor'Pul) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
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&WHITESLATE039;Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.&WHITELIGHT_GREEN039;ve found the needed sandworm tooth. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed length of troll intestine. * &039; * You&WHITESLATE039;Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn&039; * &039;s undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you&039;t apply curses.&WHITELIGHT_GREEN039;ve found the needed minotaur nose. | 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 within | 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 | Korychak (0 def, 4 armour) Korychak (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances: +9% lightning Physical save: +15 (+5 eff.) Mental save: +11 (+4 eff.) Blindness immunity: +5% Poison immunity: +5% Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | brass lantern &039; brass lantern &039;Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes stats: +2 Str Changes resistances penetration: +10% physical Maximum life: +43.00 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. |
| 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 (+6 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | rough leather gloves &039; (0 def, 1 armour) rough leather gloves &039; (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Changes stats: +2 Str Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +25% Maximum life: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe &039; (dig speed 15 turns) dwarven-steel pickaxe &039; (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +2 Str Changes resistances: +3% acid Changes resistances penetration: +5% lightning Changes damage: +9% lightning / +8% fire / +8% mind Mental save: +8 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +6 (+2 eff.) Defense: +6 (+6 eff.) Changes stats: +4 Str / +5 Cun / +5 Con Changes damage: +12% mind Stun/Freeze immunity: +24% Life regen: +1.00 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& |
| On fingers | Shockwinter ShockwinterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +6% temporal Changes damage: +3% lightning / +3% temporal Physical save: +6 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
| Around neck | copper amulet &039; copper amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 nature Changes stats: +3 Con Changes damage: +3% acid Amulets can have magical properties. |
| In main hand | flaming dwarven-steel longsword of massacre (32.5-45.5 power, 4 apr) flaming dwarven-steel longsword of massacre (32.5-45.5 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire Sharp, long, and deadly. |
| Around waist | rough leather belt &039; rough leather belt &039;Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +4 Str / +4 Con Changes resistances: +3% light Changes damage: +9% blight Physical save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Brenithad (22-30.8 power, 4 apr) Brenithad (22-30.8 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +5 temporal / +8 darkness / +10 nature Damage against: +5% Living When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +3% fire Life regen: +0.20 Stamina each turn: +0.20 Only die when reaching: -60.00 life One-handed war axes. |
| Cloak | linen cloak &039; (1 def, 0 armour) linen cloak &039; (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +6% blight Reduces incoming crit damage: 5.00% See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zubarin the Hellssquall (3 def, 11 armour) Zubarin the Hellssquall (3 def, 11 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 8 fire Changes resistances: +8% acid / +21% fire / +9% cold Changes resistances penetration: +15% acid Changes damage: +9% acid Allows you to breathe in: water Life regen: +2.40 Maximum life: +54.00 Healing mod.: +14% A suit of armour made of mail. |
Inventory
Chalegas the Glowmalice (0 def, 1 armour) Chalegas the Glowmalice (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +2 Mag / +2 Wil Maximum encumbrance: +20 Physical save: +6 (+2 eff.) A pair of boots made of leather. |
grounding hardened leather cap of strength (+4) (0 def, 3 armour) grounding hardened leather cap of strength (+4) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Changes resistances: +6% lightning / +7% temporal A cap made of leather. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Arctorrent (dig speed 31 turns)Arctorrent (dig speed 31 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +5 Str / +2 Con Changes resistances: +6% mind / +6% lightning Changes damage: +12% mind Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof& Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 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 297/400. 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 (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Alil the Higher Reaver level 17
56th Dusk 122nd year of Ascendancy at 11:31 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Alil the Higher Reaver level 17
56th Dusk 122nd year of Ascendancy at 11:31 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Alil the Higher Reaver level 12
16th Dusk 122nd year of Ascendancy at 09:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Alil the Higher Reaver level 10
5th Dusk 122nd year of Ascendancy at 12:32 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Alil the Higher Reaver level 20
78th Dusk 122nd year of Ascendancy at 15:27 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Alil the Higher Reaver level 17
45th Dusk 122nd year of Ascendancy at 11:42 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Alil the Higher Reaver level 9
4th Dusk 122nd year of Ascendancy at 23:54 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Alil the Higher Reaver level 11
10th Dusk 122nd year of Ascendancy at 16:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Alil the Higher Reaver level 16
33rd Dusk 122nd year of Ascendancy at 22:50 see stats
Log
Alil hits Shadow for 0 fire, 0 acid (0 total damage).
Alil hits Sandworm destroyer for 6 fire, 45 acid (51 total damage).
Alil hits Shadow for 9 fire, 45 acid (54 total damage).
Voryda the gigantic gravity worm uses Willful Strike.
Voryda the gigantic gravity worm&
Alil was smashed back 1 spaces!
Shadow casts Blindside.
Alil killed Sandworm!
Alil killed Shadow!
Alil killed Sandworm destroyer!
Voryda the gigantic gravity worm hits Alil for 306 physical, 21 physical (328 total damage).
Shadow hits Alil for 26 physical damage.
Alil hits Shadow for 18 lightning, 9 light, 9 blight, 9 fire, 4 nature (48 total damage).
Alil the level 20 higher reaver was squished to death by a shadow on level 1 of Sandworm lair.
You have 3 life(s) left.
Alil deactivates Bone Shield.
Alil stops regenerating health quickly.
Alil deactivates Chant of Fortitude.
Alil deactivates Ruin.
Alil deactivates Willful Tormenter.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Shadow killed Alil!
Ran for 2 turns (stop reason: interesting character).
Talent Vitality is ready to use.
Talent Infusion: Wild is ready to use.
Saving done.
Saving game...
