











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 5 / 24% |
Size | big |
Lifes / Deaths | Killed by Nereth the brown bear at level 5 on the 76th Pyre 122nd year of Ascendancy at 01:10 / 1 |
Primary Stats
Strength | 34 (base 27) |
Dexterity | 26 (base 27) |
Constitution | 31 (base 27) |
Magic | 29 (base 27) |
Willpower | 27 (base 27) |
Cunning | 30 (base 27) |
Resources
Life | -2/287 |
Mana | 7/209 |
Stamina | 154/154 |
Vim | 51/116 |
Healing Factor | 1.1567164179104 |
Regeneration | 5.820868861744 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
See Stealth | 67.100507968842 |
See Invisible | 67.100507968842 |
Offense: Mainhand
Damage | 38 |
Accuracy | 32 |
Crit Chance | 40% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 16.5 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Mind | +22% |
Fire | +13% |
All | +10% |
Offense: Damage Penetration
Mind | +5% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 37.112838763608 (78.924731182796%) |
Defense | 13 |
Ranged Defense | 17 |
Fatigue | 22 |
Physical Save | 21 |
Spell Save | 19 |
Mental Save | 23 |
Defense: Resistances
Nature | + 27%( 70%) |
Lightning | + 38%( 70%) |
Darkness | + 10%( 70%) |
Temporal | + 12%( 70%) |
Blight | + 16%( 70%) |
Cold | + 27%( 70%) |
Fire | + 26%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 32% |
Disarm Resistance | 10% |
Stun Resistance | 72% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 100 damage for 5 turns. |
Class Talents
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Black-magic | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Forge | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 2/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Race / Ogre | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Lacerating Strikes |
detrimental effect | The target is on fire, taking 15.92 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Do not try to resist it! Ogric Wrath |
beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lost anorithil from death by Cyrukira the king cobra. Escort: lost anorithil (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Strength by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +8% fire / +15% nature / +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Mental save: +7 (+3 eff.) Light radius: +2 See stealth: +5 See invisible: +6 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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Changes resistances: +3% darkness / +9% blight Disarm immunity: +10% Mana each turn: +0.12 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +7 Damage (Melee): 6 fire Changes stats: +2 Con Changes resistances: +6% fire Changes damage: +3% fire Metal gloves protecting the hands up to the middle of the lower arm. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind / 8 lightning Changes resistances penetration: +15% lightning / +5% mind Changes damage: +12% mind Blindness immunity: +20% Infravision radius: +4 See stealth: +6 See invisible: +5 Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +6 nature When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +1 Cun / +1 Wil Mental crit. chance: +6% One-handed war axes. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances: +5% lightning / +5% temporal / +6% nature A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +7 Defense: +4 (+4 eff.) Ranged Defense: +4 (+3 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes stats: +2 Str / +1 Wil / +2 Con Changes resistances: +16% lightning / +16% cold Hate when firing a critical mind attack: +2.00 Maximum life: +41.00 A suit of armour made of mail. |
Inventory
![]() wild infusion of the psychic (resist 14%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +12% blight Poison immunity: +21% Disease immunity: +20% Amulets can have magical properties. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Burning from Elthdi hits Nereth the brown bear for 1 fire damage.
Elthdi misses Nereth the brown bear.
Nereth the brown bear uses Stun.
Nereth the brown bear hits Elthdi for (5 absorbed), 0 physical, (4 absorbed), 0 temporal, (5 absorbed), 0 darkness, (4 absorbed), 0 nature, (3 absorbed), 0 physical (0 total damage).
Elthdi hits Nereth the brown bear for 3 lightning, 3 fire, 3 nature, 4 mind, 3 lightning, 3 fire, 3 nature, 4 mind (26 total damage).
Burning from Elthdi hits Nereth the brown bear for 1 fire damage.
Nereth the brown bear uses rune-covered torque!
Nereth the brown bear speeds up.
Nereth the brown bear stops burning.
Elthdi is on fire!
Red crystal's Flame Bolt hits Elthdi for (35 absorbed), 0 fire (0 total damage).
Elthdi's skin returns to normal.
Burning from Red crystal hits Elthdi for (12 absorbed), 0 fire (0 total damage).
Red crystal casts Phase Door.
Elthdi shrugs off the effect 'Burning Hex'!
Elthdi is not stunned anymore.
Talent Vitality is ready to use.
Talent Rune: Phase Door is ready to use.
Talent Burning Sacrifice is ready to use.
Talent Skullcracker is ready to use.
Talent Expose Weakness is ready to use.
Talent Flame is ready to use.
Talent Abduction is ready to use.
Burning from Red crystal hits Elthdi for (12 absorbed), 0 fire (0 total damage).
Nereth the brown bear uses Shattering Shout.
Your shield crumbles under the damage!
The shield around Elthdi crumbles.
Saving game...