











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
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:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/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:
Better Item Description 1.5.5This 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 Showing Items Tier in Inventory 1.5.5This 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 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 12 / 51% |
Size | small |
Lifes / Deaths | Killed by Salymina the master vampire at level 12 on the 20th Dusk 122nd year of Ascendancy at 22:04 / 1 |
Primary Stats
Strength | 16 (base 13) |
Dexterity | 48 (base 32) |
Constitution | 18 (base 13) |
Magic | 14 (base 10) |
Willpower | 21 (base 16) |
Cunning | 24 (base 21) |
Resources
Life | -10/300 |
Stamina | 35/160 |
Healing Factor | 1.173829787234 |
Regeneration | 22.136675663167 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 32.963832591226 |
See Invisible | 33.963832591226 |
Offense: Mainhand
Damage | 55 |
Accuracy | 51 |
Crit Chance | 15% |
APR | 1 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 14 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Physical | -7% |
Acid | -8% |
Fire | -5% |
All | -11% |
Defense: Base
Armour (hardiness) | 29 (38.536585365854%) |
Defense | 27 |
Ranged Defense | 28 |
Fatigue | 10.669446550417 |
Physical Save | -2 |
Spell Save | -5 |
Mental Save | 1 |
Defense: Resistances
Cold | + 27%( 70%) |
Fire | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.10 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Lacerating Strikes |
talent | Counter Shot |
detrimental effect | The target is cursed, reducing all damage done by 11%. Curse of Impotence |
detrimental effect | Huge cut that bleeds, doing 8.29 physical damage per turn. Bleeding |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 62%. Exhaustion |
beneficial effect | The target is recovering 16 life each turn. Recovery |
detrimental effect | The target is cursed, reducing defence and all saves by 26. Curse of Defenselessness |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 8 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
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 talent Unflinching Resolve (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 | ![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue -3% Phys.save +5 (+5 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 shot ammo [Ego] Arcane Power 16.0 - 19.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 10 Ranged+ +6 blight +6 lightning On Hit: * 6% chance to disease * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Mind.save +5 (+5 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +7 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 [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +7 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- HP.reg +0.80 Stun/Frz- +20% Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+7 eff.) Spell.save +8 (+8 eff.) Mind.save +6 (+6 eff.) Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Str +6 Dex +4 Wil Amulets can have magical properties. |
In main hand | ![]() 4.0 T1 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.1% dam / acc Atk.spd 125% Range +6 On Hit: * 20% chance to corrode armour by 30% While equipped: Stats +2 Dex +3 Mag dps ---------- Phys.crit +2.0% Dmg.mod +3% acid Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +4 Con dps ---------- Dmg.mod +6% fire ----- def ----- HP.reg +0.90 Heal.mod +11% A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Wil +1 Mag ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 131% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 11.0 - 14.3 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +4 (+2 eff.) Disarm- +19% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Arcane Power 14.0 - 18.2 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +6% acid +7% fire +7% cold +7% lightning Sharp, short and deadly. |
![]() 3.0 T1 longsword 1H weapon [Rare] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 cold On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Res.pen +15% mind +25% fire Melee Ret 8 fire Sharp, long, and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire One-handed war axes. |
![]() 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning 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 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 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 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 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 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
Achievements
Log
Tark starts to bleed.
Salymina the master vampire leeches life from Tark!
Salymina the master vampire hits Tark for 83 physical damage.
Salymina the master vampire receives 7 healing from Tark.
Salymina the master vampire is fully armored again.
Bleeding from Tark hits Salymina the master vampire for 9 physical damage.
Salymina the master vampire leeches life from Tark!
Salymina the master vampire hits Tark for 16 cold damage.
Salymina the master vampire receives 1 healing from Tark.
Talent Swift Shot is ready to use.
Talent Kill Shot is ready to use.
Talent Kneecapper is ready to use.
Bleeding from Salymina the master vampire hits Tark for 8 physical damage.
Tark receives 19 healing.
Tark uses Tumble.
Bleeding from Salymina the master vampire hits Tark for 8 physical damage.
Tark receives 19 healing.
Bleeding from Tark hits Salymina the master vampire for 9 physical damage.
Tark is no longer evading attacks.
Bleeding from Salymina the master vampire hits Tark for 8 physical damage.
Tark receives 19 healing.
Tark uses Kill Shot.
Salymina the master vampire casts Soul Rot.
Tark snipes Salymina the master vampire (+141% weapon bonus for range)!
Tark's Kill Shot hits Salymina the master vampire for 87 physical, 5 blight, 5 lightning (98 total damage).
Tark tries to evade attacks.
Saving game...