











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Bulwark |
Level / Exp | 11 / 85% |
Size | big |
Lifes / Deaths | Killed by Silynor the deformed treant at level 11 on the 6th Flare 122nd year of Ascendancy at 01:01 / 1 |
Primary Stats
Strength | 41 (base 35) |
Dexterity | 13 (base 12) |
Constitution | 31 (base 25) |
Magic | 11 (base 10) |
Willpower | 20 (base 10) |
Cunning | 11 (base 10) |
Resources
Life | -60/492 |
Stamina | 5/166 |
Healing Factor | 1.5258714593979 |
Regeneration | 14.751434013807 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 4 |
Offense: Mainhand
Damage | 46 |
Accuracy | 38 |
Crit Chance | 4% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +25% |
Physical | +3% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Lightning | +6% |
Mind | +5% |
Cold | +6% |
Defense: Base
Armour (hardiness) | 39.511077022655 (89.749889547741%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 36 |
Physical Save | 30 |
Spell Save | 30 |
Mental Save | 10 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 7%( 70%) |
Physical | + 14%( 70%) |
Cold | + 10%( 70%) |
All | + 4%( 70%) |
Lightning | + 13%( 70%) |
Light | + 33%( 70%) |
Fire | + 7%( 70%) |
Nature | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
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: 16 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 19% for 3 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 143 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Battle tactics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
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. | done |
You failed to protect the lone alchemist from death by Yvelethra the green mold. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower 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 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Stamina each turn: +0.30 Maximum stamina: +11.00 Infravision radius: +1 A pair of boots made of leather. |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 11% Damage (Melee): 7 physical Changes resistances: +9% lightning Changes damage: +3% physical / +15% light / +3% darkness Light radius: +2 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 10 blight Changes stats: +3 Con Changes resistances: +3% acid Changes resistances penetration: +10% blight Changes damage: +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +10 (+8 eff.) Changes stats: +1 Str / +1 Cun Changes resistances: +3% nature / +3% fire Life regen: +4.00 Infravision radius: +3 Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 12 Changes resistances: +3% blight / +6% cold Changes resistances penetration: +5% mind Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Main armor | ![]() Requires: - Massive armour training - Strength 22 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +2 Str / +3 Con Life regen: +2.00 Maximum life: +55.00 Healing mod.: +11% A suit of armour made of metal plates. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
In off hand | ![]() Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +70 When wielded/worn: Armour: +5 Fatigue: +8% Changes resistances: +10% physical Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Str / +1 Dex / +1 Mag Changes resistances: +15% acid Maximum life: +31.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +5 lightning / +5 cold When wielded/worn: Changes resistances penetration: +6% lightning / +6% cold Movement speed: +22% One-handed war axes. |
Inventory
![]() shatter afflictions rune (absorb 28; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 28 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() iron longsword (10-15 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
![]() rough leather armour of acid resistance (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +16% acid A suit of armour made of leather. |
![]() Xerymira Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Mag Changes resistances: +5% lightning / +6% temporal Reduces incoming crit damage: 5.00% Mental crit. chance: +1% Light radius: +2 A belt that goes around your waist. |
![]() cleansing rough leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +5% blight A belt that goes around your waist. |
![]() pair of iron boots 'Dourscar' (0 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Cun / +3 Wil Changes resistances: +6% cold / +3% nature / +6% darkness Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() linen wizard hat 'Layyra' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +1 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% lightning / +12% cold / +16% nature / +3% temporal Changes damage: +11% nature A pointy cloth hat, very wizardly... |
![]() Falularomirin the Satyrslicer (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 nature Changes resistances: +6% lightning / +12% temporal / +3% darkness Changes damage: +12% nature Spell save: +3 (+1 eff.) A cap made of leather. |
![]() Hailspawn (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Wil Changes resistances: +9% cold Changes damage: +12% mind Mental save: +3 (+3 eff.) Stamina when hit: +1.00 Equilibrium when hit: +0.70 Mental crit. chance: +2% A cap made of leather. |
![]() rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
![]() iron helm 'Eilinimira' (15 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +3 Defense: +15 (+11 eff.) Fatigue: +5% Changes resistances: +6% blight / +6% lightning / +5% arcane / +6% nature Critical mult.: +15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Wil Changes resistances: +5% blight / +5% cold Allows you to breathe in: water Mental save: +6 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Viperpassion Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 37% Changes stats: +4 Wil Changes resistances: +3% light / +9% fire Changes damage: +6% mind Mindpower: +15 (+8 eff.) Light radius: +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. |
![]() 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) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Achievements
By Chrissy the Cornac Bulwark level 10
5th Mirth 122nd year of Ascendancy at 00:27 see stats
By Chrissy the Cornac Bulwark level 8
2nd Mirth 122nd year of Ascendancy at 09:24 see stats
By Chrissy the Cornac Bulwark level 8
1st Mirth 122nd year of Ascendancy at 06:58 see stats
Log
Talent Block is ready to use.
Chrissy uses Block.
Silynor the deformed treant is not stunned anymore.
Thought-forged bowman shoots!
Melee retaliation hits War hound for 10 blight damage.
War hound hits Chrissy for (31 blocked), 0 physical (0 total damage).
Silynor the deformed treant summons a Ritch Flamespitter!
Silynor the deformed treant's Mind Storm hits Chrissy for 22 mind damage.
Thought-forged bowman's Shoot hits Chrissy for (13 blocked), 0 physical (0 total damage).
Sick cave bear misses Chrissy.
Chrissy feels pain again.
Chrissy stops regenerating health quickly.
Talent Vitality is ready to use.
Ritch flamespitter's morale has been lowered.
Silynor the deformed treant converts some damage to Psi!
War hound hits Chrissy for 38 physical damage.
Chrissy hits Ritch flamespitter for 17 light damage.
Chrissy hits Silynor the deformed treant for 21 to psi, 29 physical, 3 to psi, 3 physical, 7 to psi, 9 light (71 total damage).
Melee retaliation hits War hound for 10 blight damage.
Silynor the deformed treant hits Chrissy for 13 mind damage.
Silynor the deformed treant's mind surges with critical power!
Thought-forged bowman shoots!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Chrissy for 73 fire damage.
Silynor the deformed treant uses Mind Sear.
Silynor the deformed treant hits Chrissy for 107 mind damage.
Chrissy the level 11 cornac bulwark was mindraped to death by Silynor the deformed treant on level 1 of Heart of the Gloom.