












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 Embers of Rage 1.7.0Official 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.7.0Official 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 | Madness Roguelike |
Sex | Female |
Race | Shalore |
Class | Writhing One |
Level / Exp | 10 / 29% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 116 (base 34) |
Dexterity | 120 (base 34) |
Constitution | 117 (base 34) |
Magic | 119 (base 34) |
Willpower | 120 (base 34) |
Cunning | 117 (base 34) |
Resources
Life | 499/503 |
Insanity | 0/999 |
Healing Factor | 1.6597642174999 |
Regeneration | 1658.1044532824 |
Speed
Mental | +200% |
Attack | 0% |
Movement | +144.44530438965% |
Spell | +400% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 10 |
See Stealth | 96.008816262742 |
See Invisible | 96.008816262742 |
Offense: Mainhand
Damage | 115 |
Accuracy | 137 |
Crit Chance | 167% |
APR | 102 |
Speed | 0.33 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 100% |
Speed | 0.2 |
Cooldown Reduction | 95 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 66% |
Speed | 1 |
Offense: Damage Bonus
Cold | +3% |
Mind | +4% |
Light | +13% |
All | 0% |
Offense: Damage Penetration
Cold | +15% |
Defense: Base
Armour (hardiness) | 13 (100%) |
Defense | 74 |
Ranged Defense | 95 |
Fatigue | 0 |
Physical Save | 80 |
Spell Save | 80 |
Mental Save | 80 |
Defense: Resistances
Acid | + 20%( 70%) |
Light | + 40%( 70%) |
Nature | + 18%( 70%) |
Blight | + 20%( 70%) |
Cold | + 20%( 70%) |
Mind | + 19%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 1 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (20% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Demented / Disfigured face | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Effects
talent | Chaos Orbs |
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 |
Escort the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire) | 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: * You've found the needed skeleton mage skull. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +1% ----- def ----- Armour +3 Fatigue +2% ---------- misc Mana/turn +0.10 Max.mana +23.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 shot ammo [Random Unique] Nature/Master Power 42.0 - 50.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +3 Crit +5.0% Capacity 17 Proj.spd +200% Ranged+ +20 lightning On Crit.r2 +8 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 186 physical damage Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 6 mind Dmg.mod +4% mind ----- def ----- Armour +1 Fatigue +1% Resists +5% mind 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +5 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% light ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Max.HP +20.00 Disarm- +23% Pinning- +23% Knockbk- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+1 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+0 eff.) ----- def ----- Mind.save +6 (+1 eff.) A belt that goes around your waist. |
Main armor | ![]() 9.0 T1 light armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +6 Defense +5 (+1 eff.) Fatigue +6% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
In main hand | ![]() 3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 116 damage Sharp, long, and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +15% cold ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +3% nature Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(164 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Inventory
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +3 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 106 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 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 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. |
Achievements
By Kthulu the Shalore Writhing One level 1
74th Pyre 122nd year of Ascendancy at 11:07 see stats
By Kthulu the Shalore Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 21:02 see stats
By Kthulu the Shalore Writhing One level 5
77th Pyre 122nd year of Ascendancy at 16:44 see stats
By Kthulu the Shalore Writhing One level 6
77th Pyre 122nd year of Ascendancy at 16:47 see stats
By Kthulu the Shalore Writhing One level 1
74th Pyre 122nd year of Ascendancy at 11:07 see stats
By Kthulu the Shalore Writhing One level 1
74th Pyre 122nd year of Ascendancy at 11:07 see stats
Log
Your summoned decaying devourer disappears.
Your summoned decaying devourer disappears.
Your summoned decaying devourer disappears.
There is a way to the next level here (press '' or right click to use).
Ran for 76 turns (stop reason: at exit).
You gain 0.02 gold from the transmogrification of brass lantern.
You gain 8.41 gold from the transmogrification of Oozestreak the brass lantern.
You gain 7.35 gold from the transmogrification of iron shield 'Fogtouch' (0 def, 2 armour, 21 block).
You gain 1.00 gold from the transmogrification of Wrathroot's Barkwood (9 def, 10 armour, 60 block).
You gain 1.67 gold from the transmogrification of prismatic cured leather armour of fire resistance (6 def, 4 armour).
You gain 7.24 gold from the transmogrification of rough leather cap 'Scumglory' (0 def, 1 armour).
You gain 5.63 gold from the transmogrification of rough leather cap 'Frozenumbra' (0 def, 3 armour).
You gain 7.38 gold from the transmogrification of Xowyn the Staroath (1 def, 0 armour).
You gain 1.70 gold from the transmogrification of rough leather gloves of strength (+2) (0 def, 1 armour).
You gain 12.14 gold from the transmogrification of Layarana the pair of rough leather boots (15 def, 1 armour).
You gain 8.02 gold from the transmogrification of linen cloak 'Rainbutcher' (1 def, 0 armour).
You gain 8.45 gold from the transmogrification of Zubuvena the rough leather belt.
You gain 6.97 gold from the transmogrification of Strikerebel the rough leather belt.
You gain 7.38 gold from the transmogrification of Kydunahad the mossy mindstar (2-3 power, 12 apr, mind damage).
You gain 2.60 gold from the transmogrification of steady elm longbow of lightning.
You gain 3.00 gold from the transmogrification of Surefire.
You gain 4.77 gold from the transmogrification of thought-forged steel greatmaul of paradox (28-43 power, 2 apr).
You gain 6.97 gold from the transmogrification of Flamebone the iron greatmaul (15-22 power, 1 apr).
You gain 0.25 gold from the transmogrification of iron battleaxe (13-20 power, 1 apr).
You gain 7.24 gold from the transmogrification of Emeluriara the Willowguile (12-19 power, 1 apr).
There is a way to the previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Kthulu deactivates Chaos Orbs.
Kthulu activates Chaos Orbs.