








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Halfling |
Class | Archer |
Level / Exp | 5 / 95% |
Size | small |
Lifes / Deaths | Killed by Aredhenor the king cobra at level 5 on the 1st Mirth 122nd year of Ascendancy at 08:33 / 1 |
Primary Stats
Strength | 10 (base 13) |
Dexterity | 25 (base 21) |
Constitution | 11 (base 10) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 24 (base 20) |
Resources
Life | -13/212 |
Stamina | 61/112 |
Equilibrium | 10 |
Healing Factor | 1.0082872928177 |
Regeneration | 20.417817679558 |
Speed
Mental | -30% |
Attack | -30% |
Movement | -50% |
Spell | -30% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 33 |
Accuracy | 37 |
Crit Chance | 7% |
APR | 5 |
Speed | 1.43 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 7% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 7% |
Speed | 1.4285714285714 |
Defense: Base
Armour (hardiness) | 8 (49.309173272933%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 8 |
Spell Save | 7 |
Mental Save | 12 |
Defense: Resistances
Cold | + 11%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 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: 17 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: HealingUse mode: Activated Range: melee/personal Cooldown: 15 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. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | The target is on fire, taking 19.83 fire damage per turn. Burning |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
Escort 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) | active |
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 |
Equipment
Main armor | ![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% A suit of armour made of leather. |
Quiver | ![]() Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 23.0 - 32.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 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. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +11% cold 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: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +6 Longbows are used to shoot arrows at your foes. |
Inventory
![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +5 acid When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +1.0% Changes damage: +10% acid Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 14 Arrows are used with bows to pierce your foes to death. |
![]() 2.00 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) 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. |
![]() 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: 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. |
![]() 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. |
![]() 0.00 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
By Amiekas the Halfling Archer level 5
79th Pyre 122nd year of Ascendancy at 18:08 see stats
Log
Xytha the large white snake performs a melee critical strike against Amiekas!
Xytha the large white snake misses Amiekas.
Aredhenor the king cobra shoots!
Xytha the large white snake hits Amiekas for 24 physical damage.
Aredhenor the king cobra's Shoot hits Amiekas for 18 physical, 2 nature (20 total damage).
Aredhenor the king cobra's Shoot hits Amiekas for 18 physical, 2 nature (20 total damage).
White worm mass hits Mayessra, the lost sun paladin for 5 physical damage.
Xytha the large white snake performs a melee critical strike against Amiekas!
Aredhenor the king cobra shoots!
Talent Steady Shot is ready to use.
Talent Headshot is ready to use.
Burning from Aredhenor the king cobra hits Amiekas for 8 fire damage.
Xytha the large white snake hits Amiekas for 21 physical, 11 physical (32 total damage).
LIFE LOST WARNING!
Amiekas uses Headshot.
Amiekas shoots!
Aredhenor the king cobra's Shoot hits Amiekas for 19 physical, 2 nature (21 total damage).
Aredhenor the king cobra's Shoot hits Amiekas for 16 physical, 2 nature (18 total damage).
Amiekas's Shoot hits Beturissra the thief for 20 physical damage.
Xytha the large white snake performs a melee critical strike against Amiekas!
Aredhenor the king cobra shoots!
Xytha the large white snake hits Amiekas for 20 physical, 9 physical (29 total damage).
Aredhenor the king cobra's Shoot hits Amiekas for 19 physical damage.
Amiekas the level 5 halfling archer was punctured to death by Aredhenor the king cobra on level 1 of Ruins of Kor'Pul.
Mayessra, the lost sun paladin deactivates Chant of Fortress.
Amiekas is not crippled anymore.
Amiekas is not stunned anymore.
Amiekas stops burning.
Amiekas stops regenerating health quickly.