










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 | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 22 / 81% |
Size | big |
Lifes / Deaths | Killed by elven mage at level 22 on the 29th Haze 122nd year of Ascendancy at 03:04 / 2Killed by elven cultist at level 22 on the 29th Haze 122nd year of Ascendancy at 03:17 |
Primary Stats
Strength | 62 (base 50) |
Dexterity | 53 (base 45) |
Constitution | 25 (base 13) |
Magic | 10 (base 10) |
Willpower | 21 (base 10) |
Cunning | 24 (base 10) |
Resources
Life | -126/599 |
Stamina | 190/190 |
Equilibrium | 0 |
Healing Factor | 1.3345178243369 |
Regeneration | 9.6752542264426 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 33.599459836163 |
See Invisible | 33.599459836163 |
Offense: Mainhand
Damage | 116 |
Accuracy | 57 |
Crit Chance | 25% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Cold | +9% |
Physical | +4% |
Light | +14% |
All | 0% |
Offense: Damage Penetration
Nature | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 24 (38.594633868923%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 3.9238052216851 |
Physical Save | 28 |
Spell Save | 21 |
Mental Save | 24 |
Defense: Resistances
Acid | + 16%( 70%) |
Arcane | + 9%( 70%) |
Mind | + 18%( 70%) |
All | + 4%( 70%) |
Darkness | + 10%( 70%) |
Light | + 28%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 17%( 70%) |
Cold | + 9%( 70%) |
Fire | + 31%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 10% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 321 life over 5 turns. Its effects scale with your Dexterity stat. |
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 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 82 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 Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You failed to protect the injured seer from death by forest wight. Escort: injured seer (level 2 of Daikara) | 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 lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by Wrathroot. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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'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 precision. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed red crystal shard. * You've found the needed honey tree root. 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 skeleton mage skull. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Dex +3 Wil +6 Cun +2 Con offense ------ Damage +3% light When Hit 4 cold defense ------ Armor +4 Fatigue +3% Resistance +3% light Crit Resistance 5.00% Physical save +7 (+4 eff.) Spell save +7 (+3 eff.) Mind save +8 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ When Hit 6 nature On-Hit (Melee): * 10% chance to reduce armor by 10% defense ------ Resistance +6% acid +6% fire +9% nature Life +42.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% Resistance +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: defense ------ Defense +15 (+4 eff.) Resistance +15% mind Healmod +10% Pinning Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Ignore resists +5% nature defense ------ Resistance +3% acid +6% temporal +3% darkness +6% nature +5% arcane Life +45.00 Life Regen +7.00 Healmod +11% other ------- Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +5 (+1 eff.) Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego] Master While equipped: offense ------ Physical Power +4 (+1 eff.) defense ------ Spell save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T3 greatsword 2H weapon [Rare] Disrupt Weapon Damage 146% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +16 darkness +8 light Damage Against +16% Unnatural On-crit, radius 2 +12 light On Hit: * 10% chance to slow global speed by 49% While equipped: Stats +5 Wil defense ------ Resistance +3% darkness Massive two-handed swords. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 physical Damage +9% cold +4% physical defense ------ Armor +6 Defense +15 (+4 eff.) Fatigue +1% Resistance +3% temporal Cut Resist +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Rare] Nature While equipped: Stats +3 Cun +1 Wil offense ------ Critical power +20.00% Mindpower +15 (+7 eff.) On-Hit 6 fire On-Ranged-Hit 5 fire defense ------ Armor +11 Defense +6 (+2 eff.) Fatigue +7% Resistance +3% acid +16% fire +14% physical A suit of armour made of leather. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Critical power +5.00% Mindpower +5 (+3 eff.) defense ------ Defense +21 (+6 eff.) Mind save +5 (+2 eff.) Disease Resist +10% other ------- EQ when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
Achievements
By John Maj'Eyal the Cornac Berserker level 19
48th Dusk 122nd year of Ascendancy at 00:25 see stats
By John Maj'Eyal the Cornac Berserker level 18
25th Dusk 122nd year of Ascendancy at 03:36 see stats
By John Maj'Eyal the Cornac Berserker level 10
6th Mirth 122nd year of Ascendancy at 20:52 see stats
By John Maj'Eyal the Cornac Berserker level 20
48th Dusk 122nd year of Ascendancy at 00:25 see stats
By John Maj'Eyal the Cornac Berserker level 18
32nd Dusk 122nd year of Ascendancy at 07:17 see stats
By John Maj'Eyal the Cornac Berserker level 12
3rd Summertide 122nd year of Ascendancy at 12:24 see stats
By John Maj'Eyal the Cornac Berserker level 17
23rd Dusk 122nd year of Ascendancy at 13:12 see stats
By John Maj'Eyal the Cornac Berserker level 22
29th Haze 122nd year of Ascendancy at 03:04 see stats
Log
John Maj'Eyal is dazed!
John Maj'Eyal is not dazed anymore.
John Maj'Eyal feels pain again.
Bleeding from Elven mage hits John Maj'Eyal for 17 physical damage.
Weakness Disease from Elven cultist hits John Maj'Eyal for 13 blight damage.
Elven mage casts Earthen Missiles.
Elven mage's spell attains critical power!
Elven mage's Earthen Missiles hits John Maj'Eyal for 68 physical, 11 physical (79 total damage).
Elven mage's Earthen Missiles hits John Maj'Eyal for 37 physical, 6 physical (43 total damage).
Bleeding from Elven mage hits John Maj'Eyal for 22 physical damage.
Weakness Disease from Elven cultist hits John Maj'Eyal for 14 blight damage.
Bleeding from Elven mage hits John Maj'Eyal for 22 physical damage.
Weakness Disease from Elven cultist hits John Maj'Eyal for 16 blight damage.
John Maj'Eyal uses Infusion: Healing.
John Maj'Eyal stops bleeding.
John Maj'Eyal is free from the weakness disease.
John Maj'Eyal receives 67 healing from Infusion: Healing.
Elven mage casts Shock.
Elven cultist is no longer out of phase.
Elven cultist is not dazed anymore.
Elven cultist casts Drain.
John Maj'Eyal is afflicted by a weakness disease!
Elven cultist hits John Maj'Eyal for 121 blight damage.
Weakness Disease from Elven cultist hits John Maj'Eyal for 40 blight damage.
John Maj'Eyal the level 22 cornac berserker was fouled to death by an elven cultist on level 1 of Mark of the Spellblaze.