









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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! 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 | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 11 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 8th Flare 122nd year of Ascendancy at 08:01 / 1 |
Primary Stats
| Strength | 33 (base 28) |
| Dexterity | 13 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 30 (base 25) |
| Willpower | 18 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -105/376 |
| Positive | 45/80 |
| Stamina | 141/150 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 2.42813773295 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 55 |
| Crit Chance | 3% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
| Light | +3% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 22 (60%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 15 |
| Physical Save | 18 |
| Spell Save | 20 |
| Mental Save | 10 |
Defense: Resistances
| Darkness | + 10%( 70%) |
| Lightning | + 29%( 70%) |
| Cold | + 24%( 70%) |
| Temporal | + 18%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Fire | + 27%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 260 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 184 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You failed to protect the lost defiler from death by Aeronne the degenerated skeleton warrior. Escort: lost defiler (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 Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
| On feet | Relgorestir the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Cun / +3 Wil Changes resistances: +6% lightning / +6% temporal Life regen: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | SplendourdashInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +25 (+7 eff.) Armour: +2 Changes damage: +3% light Only die when reaching: -20.00 life Maximum life: +46.00 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. |
| On head | Chargemaster the rough leather cap (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Fatigue: +1% Changes stats: +3 Dex / +3 Con Changes resistances: +3% lightning Changes resistances penetration: +5% physical Infravision radius: +2 A cap made of leather. |
| Tool | supercharged elm totem of healing [power 140] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 140 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
| Around waist | rough leather belt 'Furnacewill'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +6% blight / +9% fire / +5% arcane / +3% cold Changes damage: +3% fire Maximum life: +33.00 A belt that goes around your waist. |
| In main hand | flaming iron longsword of massacre (16-22 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 15.5 - 21.7 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% Damage (radius 1) on hit: +6 fire Sharp, long, and deadly. |
| Main armor | Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+3 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+8 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Shimmerlace (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +25 (+7 eff.) Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Wil / +3 Con Changes resistances: +6% lightning Spell save: +5 (+3 eff.) Only die when reaching: -60.00 life Maximum mana: +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | BrandidolInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% lightning / +3% fire / +3% darkness / +6% temporal Changes damage: +3% cold Amulets make your neck look great! |
Inventory
balanced iron greatsword of massacre (23-37 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+7 eff.) Disarm immunity: +29% Massive two-handed swords. |
iron greatsword (13-21 power, 1 apr)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 mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
thought-forged iron greatsword (15-24 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17% chance to reduce all saves and defense by 12 Damage (Melee): +9 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Massive two-handed swords. |
iron mace (12-17 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
coral trident of erosion (12-20 power, 6 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 12.5 - 20.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +7 nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+9 eff.) Stealth bonus: +6 Mental save: +5 (+5 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
Beliwen (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Armour: +6 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Mental save: +12 (+11 eff.) Mindpower: +5 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Wil Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.cleansing rough leather cap of constitution (+2) (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% nature / +6% blight A cap made of leather. |
This item will automatically be transmogrified when you leave the level.linen wizard hat 'Belikhad' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +4 Mag / +1 Wil Changes resistances: +15% nature Changes resistances penetration: +5% blight Changes damage: +10% nature Vim when firing critical spell: +2.00 Maximum mana: +40.00 A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Physical save: +11 (+6 eff.) A cap made of leather. |
iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
iron shield (0 def, 2 armour, 7-8 power, 21.5 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.0 - 8.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
agate0.00 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. |
63 alchemist agate0.00 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification ChestPowered 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. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Warrior of Ice the Cornac Sun Paladin level 8
1st Summertide 122nd year of Ascendancy at 09:29 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Warrior of Ice the Cornac Sun Paladin level 10
7th Flare 122nd year of Ascendancy at 06:33 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Warrior of Ice the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 11:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Warrior of Ice the Cornac Sun Paladin level 8
4th Flare 122nd year of Ascendancy at 10:24 see stats
Log
Warrior of Ice hits Forest troll for 9 fire damage.
Warrior of Ice hits Bill the Stone Troll for 112 physical, 18 light, 6 fire (136 total damage).
Your shield crumbles under the damage!
The shield around Warrior of Ice crumbles.
Melee retaliation hits Bill the Stone Troll for 8 light damage.
Bill the Stone Troll hits Warrior of Ice for (40 absorbed), 56 physical (56 total damage).
Warrior of Ice casts Healing Light.
Warrior of Ice receives 125 healing.
Bill the Stone Troll uses Infusion: Wild.
Bill the Stone Troll lessens the pain.
Forest troll misses Warrior of Ice.
Warrior of Ice is confused and fails to use Shield Pummel.
Melee retaliation hits Bill the Stone Troll for 6 light damage.
Bill the Stone Troll hits Warrior of Ice for 140 physical damage.
Talent Sun Ray is ready to use.
Warrior of Ice is confused and fails to use Shield Pummel.
Melee retaliation hits Bill the Stone Troll for 6 light damage.
Bill the Stone Troll hits Warrior of Ice for 92 physical damage.
Forest troll hits Warrior of Ice for 16 physical damage.
Melee retaliation hits Forest troll for 10 light damage.
Warrior of Ice is confused and fails to use Barrier.
Bill the Stone Troll uses Shattering Blow.
Warrior of Ice's armour is damaged!
Melee retaliation hits Bill the Stone Troll for 6 light damage.
Bill the Stone Troll hits Warrior of Ice for 131 physical damage.
Warrior of Ice the level 11 cornac sun paladin was splattered to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.































































