








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ghoul |
Class | Brawler |
Level / Exp | 18 / 12% |
Size | medium |
Lifes / Deaths | Killed by corrupted protosentient globula at level 18 on the 62nd Dusk 122nd year of Ascendancy at 02:41 / 1 |
Primary Stats
Strength | 63 (base 18) |
Dexterity | 55 (base 31) |
Constitution | 51 (base 10) |
Magic | 18 (base 10) |
Willpower | 14 (base 10) |
Cunning | 44 (base 41) |
Resources
Life | -21/670 |
Stamina | 93/191 |
Healing Factor | 1.4840316950178 |
Regeneration | 5.2683125173132 |
Speed
Mental | +15% |
Attack | +15% |
Movement | +10% |
Spell | +15% |
Global | +80% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 4 |
See Invisible | 3 |
Offense: Barehand
Damage | 89 |
Accuracy | 47 |
Crit Chance | 22% |
APR | 17 |
Speed | 0.87 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 13% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 14% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Light | +16% |
Physical | +3% |
Fire | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 15 (35.65183292883%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 3 |
Physical Save | 43 |
Spell Save | 21 |
Mental Save | 31 |
Defense: Resistances
Darkness | + 19%( 70%) |
Light | + 23%( 70%) |
Physical | + 9%( 70%) |
Mind | + 6%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 26% |
Inscriptions (3/3)
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 267 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 75 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Tactical | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Grappling | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You failed to protect the injured seer from death by treant. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed ice ant stinger. * You've found the needed sandworm tooth. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Wil +1 Cun +1 Con defense ------ Armor +1 Physical save +10 (+4 eff.) Mind save +11 (+5 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +2 Con offense ------ Critical power +20.00% Mindpower +5 (+3 eff.) On-Hit 8 light Damage +5% light +9% fire defense ------ Armor +2 Fatigue +3% Resistance +10% light other ------- Infravision +1 Unarmed combat: Weapon Damage 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: 20% Searing Light level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Str offense ------ When Hit 4 light defense ------ Armor +4 Fatigue +4% Resistance +3% mind Crit Resistance 15.00% other ------- See Invisibility +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats +5 Str +3 Dex +3 Con offense ------ Physical Crit +2.0% Critical power +10.00% Physical Power +5 (+2 eff.) Move Speed +10% Ignore Armor +1 defense ------ Armor +3 Defense +5 (+2 eff.) Resistance +6% physical Disease Resist +15% other ------- Max stamina +30.00 Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. It was changed by the digestive sack. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Arcane While equipped: Stats +4 Wil +6 Mag offense ------ Spellpower +6 (+3 eff.) On-Hit 11 light On-Ranged-Hit 13 light Damage +11% light Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +3 Dex offense ------ Mind Crit +1% Accuracy +10 (+3 eff.) defense ------ Resistance +11% light +16% darkness Blind Resist +26% other ------- Psi when Hit +0.08 Max psi +20.00 Amulets make your neck look great! |
Main armor | ![]() 9.0 Encumbrance T1 light armor [Ego++] Nature/Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +31.00 Life Regen +3.30 Healmod +10% A suit of armour made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mindpower +5 (+3 eff.) Damage +3% physical Ignore Armor +7 defense ------ Defense +10 (+4 eff.) Physical save +5 (+2 eff.) Healmod +10% other ------- Light +3 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego+] Master While equipped: defense ------ Armor +3 Defense +13 (+5 eff.) Physical save +16 (+6 eff.) Spell save +11 (+6 eff.) Mind save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +5 Lck defense ------ Stealth +5 other ------- Disarm Traps +7 Infravision +3 A belt that goes around your waist. |
Inventory
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +13 Critical Rate +5.0% Attack Speed 100% Ignore Shields +12% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Normal] Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Nature/Psionic Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 nature +5 mind On Hit: * 14% chance to reduce all saves and defense by 19 While equipped: Stats +1 Cun +2 Wil Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Weapon Damage 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +7 Wil offense ------ Mind Crit +5% Critical power +10.00% When Hit 4 fire defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +9% nature +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: defense ------ Defense +1 (+1 eff.) Resistance +6% fire +5% cold other ------- EQ when Hit +0.90 Psi when Hit +0.70 Hate when Hit +0.80 A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ghoul Cena the Ghoul Brawler level 10
8th Flare 122nd year of Ascendancy at 01:43 see stats
By Ghoul Cena the Ghoul Brawler level 15
30th Dusk 122nd year of Ascendancy at 06:18 see stats
By Ghoul Cena the Ghoul Brawler level 8
10th Mirth 122nd year of Ascendancy at 03:04 see stats
By Ghoul Cena the Ghoul Brawler level 16
35th Dusk 122nd year of Ascendancy at 01:53 see stats
Log
Ghoul Cena speeds up.
Ghoul Cena slows down.
Ghoul Cena hits Pologanor the corrupted protosentient globula for (63 absorbed), 32 physical, (3 absorbed), 1 light (33 total damage).
Pologanor the corrupted protosentient globula's Hiemal Shield hits Ghoul Cena for 30 cold damage.
Pologanor the corrupted protosentient globula casts Drain.
Pologanor the corrupted protosentient globula hits Ghoul Cena for 103 blight damage.
Pologanor the corrupted protosentient globula's desolate waste area effect hits Ghoul Cena for 19 cold damage.
Pologanor the corrupted protosentient globula's desolate waste area effect hits Ghoul Cena for 19 cold damage.
Corrupted acidic digestor's acid area effect hits Ghoul Cena for 18 acid damage.
Corrupted acidic digestor's acid area effect hits Pologanor the corrupted protosentient globula for (4 absorbed), 2 acid (2 total damage).
Corrupted acidic digestor's acid area effect hits Armoured skeleton warrior for 5 acid damage.
Pologanor the corrupted protosentient globula's Hiemal Shield hits Ghoul Cena for 30 cold damage.
Ghoul Cena casts Rune: Shatter Afflictions.
A shield forms around Ghoul Cena.
Ghoul Cena throws a concussive punch.
Ghoul Cena speeds up.
Ghoul Cena casts Searing Light.
Ghoul Cena's spell attains critical power!
Ghoul Cena slows down.
Ghoul Cena hits Armoured skeleton warrior for 7 physical damage.
Ghoul Cena hits Pologanor the corrupted protosentient globula for (12 absorbed), 6 physical, (3 absorbed), 1 light, (13 absorbed), 6 light, (5 absorbed), 2 physical (16 total damage).
Pologanor the corrupted protosentient globula's Hiemal Shield hits Ghoul Cena for (30 absorbed), 0 cold (0 total damage).
Armoured skeleton warrior uses Block.
Your shield crumbles under the damage!
The shield around Ghoul Cena crumbles.
Ghoul Cena's light area effect hits Armoured skeleton warrior for (27 blocked), 0 light (0 total damage).
Ghoul Cena's light area effect hits Pologanor the corrupted protosentient globula for (6 absorbed), 3 light (3 total damage).
Something hits Ghoul Cena for (45 absorbed), 50 blight (50 total damage).
Ghoul Cena the level 18 ghoul brawler was diseased to death by a corrupted protosentient globula on level 1 of inside a giant tentacle.