













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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 | Thalore |
Class | Rogue |
Level / Exp | 16 / 58% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 16 on the 8th Flare 122nd year of Ascendancy at 17:35 / 1 |
Primary Stats
Strength | 15 (base 11) |
Dexterity | 59 (base 43) |
Constitution | 13 (base 10) |
Magic | 8 (base 10) |
Willpower | 15 (base 10) |
Cunning | 49 (base 36) |
Resources
Life | -113/442 |
Stamina | 27/158 |
Healing Factor | 1.1783363011315 |
Regeneration | 11.724446196258 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 42.316321645086 |
See Invisible | 43.316321645086 |
Offense: Mainhand
Damage | 66 |
Accuracy | 55 |
Crit Chance | 31% |
APR | 20 |
Speed | 0.90 |
Offense: Offhand
Damage | 34 |
Accuracy | 55 |
Crit Chance | 20% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +11% |
Blight | +3% |
Arcane | +3% |
Fire | +3% |
Mind | +6% |
Offense: Damage Penetration
Mind | +5% |
Arcane | +5% |
Defense: Base
Armour (hardiness) | 18 (58.594633868923%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 19 |
Mental Save | 29 |
Defense: Resistances
Blight | + 6%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 3%( 70%) |
All | 0%( 70%) |
Lightning | + 5%( 70%) |
Temporal | + 35%( 70%) |
Cold | + 15%( 70%) |
Fire | + 6%( 70%) |
Darkness | + 9%( 70%) |
Defense: Immunities
Pinning Resistance | 45% |
Instadeath Resistance | 100% |
Disarm Resistance | 70% |
Poison Resistance | 0% |
Knockback Resistance | 46% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 401% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 227 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Artifice | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 209 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 9): Rush Hour (209)Turns left: 30 You completed the challenge and received: +3 Stat Points | done |
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 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Fatigue -4% Physical save +6 (+3 eff.) other ------- Encumbrance +24 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 21.5 - 30.1 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 16 On-ranged-hit +12 light On-Hit, radius 1 +4 darkness On-crit, radius 2 +4 darkness +8 light On Hit: * 10% chance to reduce damage dealt by 15% * 20% chance to reduce strength, dexterity, and constitution by 5 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +5 See Invisibility +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 | ![]() 3.0 Encumbrance T5 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +5 Fatigue +5% Resistance +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +4 Wil offense ------ On-Hit 13 temporal On-Ranged-Hit 15 temporal Damage +11% temporal Ignore resists +5% arcane Accuracy +6 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% darkness +16% temporal other ------- Infravision +2 Unarmed combat: Weapon Damage 22.5 - 31.5 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +11.0% Attack Speed 83% On-hit +10 darkness On Crit: 10% Dominate level 3 On Hit: * 13% chance to gain 10% of a turn (3/turn limit) Track: Puts all charms on 15 turn cooldown Effective talent level: 2.6 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +3% arcane +6% mind When Hit 2 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 defense ------ Resistance +5% arcane Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life +20.00 Disarm Resist +20% Pinning Resist +23% Knockbk Resist +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +2 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 43% defense ------ Resistance +6% blight Physical save +4 (+2 eff.) other ------- Infravision +1 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex offense ------ Ignore resists +5% mind When Hit 2 mind defense ------ Resistance +12% temporal +3% mind +9% cold Physical save +10 (+5 eff.) Spell save +11 (+6 eff.) Mind save +10 (+5 eff.) Pinning Resist +22% Knockbk Resist +24% Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+6 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% blight +3% fire defense ------ Resistance +5% lightning +7% temporal +3% darkness Physical save +3 (+1 eff.) Life Regen +4.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 14.0 - 18.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: defense ------ Physical save +3 (+1 eff.) Unlife -60.00 life Life +20.00 Healmod +5% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +1 (+0 eff.) Life +30.00 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 Encumbrance T3 light armor Reqs Str 16 [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Life +41.00 Life Regen +5.70 Healmod +10% A suit of armour made of leather. |
Inventory
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+6 eff.) Damage +15% arcane defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Nature/Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +22% One-handed war axes. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Arcane While equipped: defense ------ Armor +9 Fatigue +22% Resistance +5% arcane Spell save +11 (+6 eff.) A suit of armour made of metal plates. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+3 eff.) On-Hit 5 nature Damage +4% nature defense ------ Armor +1 Fatigue +1% Resistance +6% nature Unarmed combat: Weapon Damage 12.5 - 17.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +5 nature On Hit: 10% Venomous Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +5% cold When Hit 2 cold On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
Achievements
By Mr. Stabby the Thalore Rogue level 11
2nd Summertide 122nd year of Ascendancy at 19:54 see stats
By Mr. Stabby the Thalore Rogue level 10
9th Mirth 122nd year of Ascendancy at 02:16 see stats
By Mr. Stabby the Thalore Rogue level 12
1st Flare 122nd year of Ascendancy at 07:18 see stats
By Mr. Stabby the Thalore Rogue level 13
4th Flare 122nd year of Ascendancy at 16:29 see stats
Log
Mr. Stabby deflects the projectile from Elven cultist to the southeast!
Elven cultist's spell attains critical power!
Mr. Stabby is afflicted by a decrepitude disease!
Elven cultist's Soul Rot hits Something for 215 blight damage.
Mr. Stabby's Throwing Knife misses Something.
Mr. Stabby uses Throwing Knives.
Mr. Stabby is no longer evading attacks.
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Talent Tumble is ready to use.
Weakness Disease from Elven cultist hits Mr. Stabby for 46 blight damage.
Decrepitude Disease from Elven cultist hits Mr. Stabby for 82 blight damage.
Mr. Stabby's Throwing Knife misses Something.
Mr. Stabby uses Tumble.
Talent Dagger Block is ready to use.
Weakness Disease from Elven cultist hits Mr. Stabby for 46 blight damage.
Decrepitude Disease from Elven cultist hits Mr. Stabby for 85 blight damage.
Mr. Stabby stops regenerating health quickly.
Mr. Stabby is free from the weakness disease.
Talent Fan of Knives is ready to use.
Decrepitude Disease from Elven cultist hits Mr. Stabby for 85 blight damage.
Decrepitude Disease from Elven cultist hits Mr. Stabby for 71 blight damage.
Mr. Stabby uses Dagger Block.
Decrepitude Disease from Elven cultist hits Mr. Stabby for 71 blight damage.
Mr. Stabby the level 16 thalore rogue was fouled to death by an elven cultist on level 12 of Infinite Dungeon.