









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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Paradox Mage |
Level / Exp | 21 / 12% |
Size | medium |
Lifes / Deaths | Killed by Ivissra the cold drake at level 21 on the 55th Dusk 122nd year of Ascendancy at 13:19 / 1 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 42 (base 40) |
Magic | 56 (base 50) |
Willpower | 17 (base 12) |
Cunning | 10 (base 10) |
Resources
Life | -183/563 |
Paradox | 32 |
Healing Factor | 1.2339880031269 |
Regeneration | 5.2444490132893 |
Speed
Mental | -1.0103029524089E-12% |
Attack | -1.0103029524089E-12% |
Movement | -2.2204460492503E-14% |
Spell | -1.0103029524089E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
See Stealth | 8 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 20 |
Accuracy | 22 |
Crit Chance | 3% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Temporal | +32% |
Lightning | +10% |
Physical | +11% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Temporal | +7% |
Lightning | +15% |
Mind | +30% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 30 |
Mental Save | 34 |
Defense: Resistances
Blight | + 19%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 23%( 70%) |
All | + 9%( 70%) |
Physical | + 19%( 70%) |
Darkness | + 25%( 70%) |
Light | + 17%( 70%) |
Temporal | + 18%( 70%) |
Lightning | + 31%( 70%) |
Mind | + 19%( 70%) |
Fire | + 13%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 10% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 32% |
Inscriptions (3/3)
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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 83 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. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Chronomancy / Matter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Race / Higher | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 giant venus flytrap. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Smashy McSmash. Escort: lost defiler (level 3 of Old Forest) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +25 (+9 eff.) Fatigue: -5% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Spell save: +3 (+1 eff.) Pinning immunity: +10% Only die when reaching: -20.00 life A pair of boots made of leather. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +10% mind Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Blindness immunity: +32% Confusion immunity: +10% Life regen: +4.00 Light radius: +8 See stealth: +8 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 22.03 to 66.09 lightning damage (44.06 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +10% temporal Changes damage: +10% temporal Maximum encumbrance: +25 Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +3 Changes resistances: +11% physical Changes damage: +11% physical Only die when reaching: -20.00 life Light radius: +2 See invisible: +6 Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +20 (+10 eff.) Armour: +2 Changes resistances: +5% fire / +6% cold Changes resistances penetration: +15% lightning A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +7% temporal Changes damage: +15% temporal Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +30.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 2 mind / 2 cold Changes resistances: +18% darkness / +12% nature / +12% mind / +5% arcane / +9% all Changes resistances penetration: +20% mind Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +24 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning / +12% blight Changes resistances penetration: +10% nature Changes damage: +6% darkness Mental save: +15 (+7 eff.) Stun/Freeze immunity: +30% Maximum life: +40.00 Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -335 life. The duration and life will increase by 1% for every 1% life you have lost (currently 779 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 9% * 6% chance to blind Changes stats: +5 Str / +4 Dex / +5 Wil Changes damage: +5% light / +7% darkness Amulets make your neck look great! |
![]() Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Con Changes damage: +30% blight Talent granted: +1 Command Staff Life regen: +0.60 Spellpower: +20 (+7 eff.) Spell crit. chance: +5% Healing mod.: +18% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Mag Changes damage: +5% arcane Physical save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +22% 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. |
![]() 0.00 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +9% acid Critical mult.: +10.00% Spell save: +12 (+6 eff.) Mental save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Light radius: +3 See stealth: +7 See invisible: +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. |
![]() 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 / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
By Smashy McSmash the Higher Paradox Mage level 19
39th Dusk 122nd year of Ascendancy at 16:14 see stats
By Smashy McSmash the Higher Paradox Mage level 15
22nd Dusk 122nd year of Ascendancy at 02:40 see stats
By Smashy McSmash the Higher Paradox Mage level 18
37th Dusk 122nd year of Ascendancy at 12:14 see stats
By Smashy McSmash the Higher Paradox Mage level 19
39th Dusk 122nd year of Ascendancy at 14:23 see stats
By Smashy McSmash the Higher Paradox Mage level 10
7th Mirth 122nd year of Ascendancy at 05:32 see stats
By Smashy McSmash the Higher Paradox Mage level 20
45th Dusk 122nd year of Ascendancy at 22:06 see stats
By Smashy McSmash the Higher Paradox Mage level 13
1st Dusk 122nd year of Ascendancy at 20:05 see stats
By Smashy McSmash the Higher Paradox Mage level 19
39th Dusk 122nd year of Ascendancy at 16:14 see stats
By Smashy McSmash the Higher Paradox Mage level 17
36th Dusk 122nd year of Ascendancy at 23:22 see stats
By Smashy McSmash the Higher Paradox Mage level 13
3rd Dusk 122nd year of Ascendancy at 19:53 see stats
By Smashy McSmash the Higher Paradox Mage level 19
39th Dusk 122nd year of Ascendancy at 09:00 see stats
By Smashy McSmash the Higher Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 03:46 see stats
Log
Melee retaliation hits Ivissra the cold drake for 0 cold, 1 mind, 0 cold, 0 mind (4 total damage).
Smashy McSmash hits Ivissra the cold drake for 12 lightning damage.
Smashy McSmash hits Cold drake hatchling for 14 lightning damage.
Smashy McSmash hits Cold drake hatchling for 14 lightning damage.
Deep Wound from Ivissra the cold drake hits Smashy McSmash for (34 to time), 0 physical (0 total damage).
Insidious Poison from Ivissra the cold drake hits Smashy McSmash for (19 to time), 0 nature (0 total damage).
Repulsion Blast is still on cooldown for 1 turns.
Smashy McSmash casts Temporal Bolt.
Smashy McSmash hits Ivissra the cold drake for 55 temporal damage.
Ivissra the cold drake uses Dual Strike.
Smashy McSmash spins fate.
Smashy McSmash weaves fate.
Your time shield crumbles under the damage!
The fabric of time around Smashy McSmash stabilizes to normal.
The powerful time-altering energies generate a restoration field on Smashy McSmash.
Smashy McSmash is stunned!
Ivissra the cold drake hits Smashy McSmash for (76 to time), 3 physical, 125 physical (129 total damage).
Melee retaliation hits Ivissra the cold drake for 0 cold, 0 mind, 0 cold, 0 mind (2 total damage).
Smashy McSmash hits Ivissra the cold drake for 6 lightning damage.
Smashy McSmash hits Cold drake hatchling for 7 lightning damage.
Smashy McSmash hits Cold drake hatchling for 7 lightning damage.
Deep Wound from Ivissra the cold drake hits Smashy McSmash for 38 physical damage.
Insidious Poison from Ivissra the cold drake hits Smashy McSmash for 21 nature damage.
Smashy McSmash receives 8 healing from Temporal Restoration Field.
Ivissra the cold drake breathes ice!
Smashy McSmash resists the effect 'Frozen'!
Ivissra the cold drake hits Smashy McSmash for 180 cold damage.
Smashy McSmash the level 21 higher paradox mage was cooled to death by Ivissra the cold drake on level 3 of Camobers.