









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Infinite |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Wanderer |
Level / Exp | 10 / 66% |
Size | small |
Lifes / Deaths | Killed by Siluriawe the golem at level 10 on the 6th Mirth 122nd year of Ascendancy at 21:03 / 1 |
Primary Stats
Strength | 33 (base 34) |
Dexterity | 39 (base 34) |
Constitution | 29 (base 34) |
Magic | 38 (base 34) |
Willpower | 43 (base 34) |
Cunning | 39 (base 34) |
Resources
Life | -5/297 |
Insanity | 0/100 |
Stamina | 140/230 |
Vim | 128/136 |
Healing Factor | 1.1524687383468 |
Regeneration | 0.2881171845867 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 57 |
Accuracy | 45 |
Crit Chance | 15% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Cold | +11% |
Darkness | +14% |
Fire | +11% |
Mind | +3% |
Offense: Damage Penetration
Darkness | +5% |
Mind | +15% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 17 (61.954438896676%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 24 |
Mental Save | 36 |
Defense: Resistances
Acid | + 7%( 70%) |
Blight | + 7%( 70%) |
Physical | + 18%( 70%) |
Cold | + 33%( 70%) |
All | + 4%( 70%) |
Darkness | + 25%( 70%) |
Light | + 10%( 70%) |
Temporal | + 10%( 70%) |
Fire | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 82% |
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Silence Resistance | 47% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 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
Corruption / Torture | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Wrath | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Doom | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Race / Yeek | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 1/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Effects
talent | Grand Oration |
talent | Twofold Curse |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +3% blight Stun/Frz- +10% ---------- misc Infravis +1 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness +11% cold Res.pen +5% darkness On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +1 (+1 eff.) Resists +16% cold A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Dex +1 Mag ----- def ----- Resists +3% cold Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +4 (+2 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Mag +1 Wil dps ---------- Spell.crit +1% Spell.pwr +7 (+4 eff.) ----- def ----- Mind.save +5 (+3 eff.) A belt that goes around your waist. |
In main hand | ![]() 3.0 T1 battleaxe 2H weapon [Rare] Master Power 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit.r2 +4 cold While equipped: dps ---------- Res.pen +15% mind ----- def ----- Resists +3% acid ---------- misc Max.psi +10.00 Massive two-handed battleaxes. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% temporal Max.HP +20.00 Disarm- +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 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 14/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 37.98 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Res.pen +5% physical ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +6% light +11% cold Phys.save +3 (+1 eff.) ---------- misc Max.stam +20.00 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 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +2 Dex dps ---------- Crit.mult +5.00% Mind.pwr +10 (+4 eff.) Dmg.mod +3% mind Melee Ret 2 mind Amulets make your neck look great! |
Inventory
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +3% lightning +5% arcane Phys.save +9 (+4 eff.) HP.reg +2.00 Silence- +10% Stun/Frz- +21% Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% lightning +3% acid Res.pen +5% acid ----- def ----- Defense +6 (+2 eff.) Resists +6% light +3% cold Spell.save +9 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 57.85 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +25.00% Spell.pwr +3 (+2 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T1 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +8 lightning +5 cold While equipped: dps ---------- Dmg.mod +3% darkness +9% cold Res.pen +10% darkness On Hit (Ranged): * 10% chance to reduce armor by 28% Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- Melee Ret 2 arcane ----- def ----- Armour +10 Fatigue +8% Resists +6% temporal +10% physical Shield.near.proj +42 Proj.slow +10% ---------- misc See.Invis +6 Talents +1 Block Handheld deflection devices. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+4 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 0.0 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% mind +9% physical Res.pen +10% mind ----- def ----- Armour +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Bekil the Yeek Wanderer level 10
5th Mirth 122nd year of Ascendancy at 22:31 see stats
Log
Bekil's dazing lightning area effect hits Bekil for 19 lightning damage.
Bekil's dazing lightning area effect hits Lashing Tentacle for 14 lightning damage.
Lashing Tentacle is dazed!
Siluriawe the golem is dazed!
Bekil is dazed!
Your summoned Lashing Tentacle disappears.
Siluriawe the golem casts Eye Beam.
Bekil is not dazed anymore.
Siluriawe the golem hits Bekil for 8 lightning damage.
Siluriawe the golem is no longer pinned.
Siluriawe the golem is not dazed anymore.
Siluriawe the golem misses Bekil.
Siluriawe the golem hits Bekil for 10 physical damage.
Melee retaliation hits Siluriawe the golem for 2 mind damage.
Bekil aims less carefully.
Talent Drain is ready to use.
Talent Infusion: Regeneration is ready to use.
Bekil uses Infusion: Regeneration.
Bekil starts regenerating health quickly.
Talent Infusion: Healing is ready to use.
Siluriawe the golem performs a melee critical strike against Bekil!
Siluriawe the golem performs a melee critical strike against Bekil!
Siluriawe the golem hits Bekil for 22 physical, 2 blight, 17 physical (41 total damage).
Melee retaliation hits Siluriawe the golem for 2 mind, 2 mind (4 total damage).
Bekil the level 10 yeek wanderer was dissected to death by Siluriawe the golem on level 7 of Infinite Dungeon.