









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack 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 | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 4 / 23% |
Size | medium |
Lifes / Deaths | Killed by Dozing Ce'Nolaith at level 4 on the 77th Pyre 122nd year of Ascendancy at 13:45 / 1 |
Primary Stats
Strength | 13 (base 12) |
Dexterity | 12 (base 12) |
Constitution | 15 (base 15) |
Magic | 12 (base 12) |
Willpower | 20 (base 17) |
Cunning | 15 (base 15) |
Resources
Life | 0/209 |
Equilibrium | 33 |
Psi | 38/132 |
Healing Factor | 1.0460311219418 |
Regeneration | 2.8631791967947 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 15 |
Accuracy | 26 |
Crit Chance | 4% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 15 |
Accuracy | 26 |
Crit Chance | 4% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 2 |
Physical Save | 20 |
Spell Save | 17 |
Mental Save | 22 |
Defense: Resistances
Temporal | + 9%( 70%) |
Lightning | + 11%( 70%) |
Nature | + 20%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
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. |
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. |
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. |
Class Talents
Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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
Psionic focus | ![]() Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +9 temporal When wielded/worn: Changes resistances: +9% temporal Massive two-handed swords. |
Light source | ![]() 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. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +1 Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -4% Maximum encumbrance: +30 A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% A suit of armour made of leather. |
Inventory
![]() iron battleaxe of dampening (16-24 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% acid / +10% lightning / +10% cold / +12% fire / +5% all Spell save: +7 (+5 eff.) Massive two-handed battleaxes. |
![]() arcing steel dagger of phasing (12-16 power, 13 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage Shield penetration (this weapon only): +12% Sharp, short and deadly. |
![]() iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() hateful iron mace of massacre (18-24 power, 2 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +6% Living Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. iron ritual blade (8-10 power, 5 apr)iron ritual blade (8-10 power, 5 apr) Requires: - Magic 10 - Dexterity 10 1.00 Encumbrance. Type: weapon / ritual blade ; tier 1 Base power: 8.0 - 10.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +5 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Spell crit. chance: +2% Sharp, short and deadly. |
![]() mighty rough leather sling of acid Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +5 acid When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +1 Str Changes damage: +10% acid Slings are used to hurl stones or metal shots at your foes. |
![]() acidic iron waraxe (10-14 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() storm iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 lightning Changes stats: +2 Dex Changes resistances: +5% lightning Changes damage: +4% lightning 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. |
![]() Revenant (8 def, 20 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+8 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+6 eff.) Spell save: +12 (+7 eff.) Mental save: +12 (+6 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() 0.00 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. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
case2 shares damage with his oozes!
case2 converts some damage to Psi!
Sleeping Glivea's devouring flames area effect hits Dozing Ce'Nolaith for (4 flat reduction), 57 fire (57 total damage).
Sleeping Glivea's devouring flames area effect hits Bloated ooze for 59 fire damage.
Sleeping Glivea's devouring flames area effect hits Dozing Xerivea for (23 blocked), 0 fire (0 total damage).
Sleeping Glivea's devouring flames area effect hits case2 for 7 to psi, 21 fire (28 total damage).
Sleeping Glivea receives 6 healing from Bloated ooze.
Sleeping Glivea receives 6 healing from Dozing Ce'Nolaith.
Case2's pinning nature area effect hits Sleeping Glivea for 6 nature damage.
Case2's pinning nature area effect hits Dozing Xerivea for (3 exoskeleton), 3 nature (3 total damage).
Case2's pinning nature area effect hits Dozing Ce'Nolaith for (4 flat reduction), 2 nature (2 total damage).
Sleeping Glivea receives 2 healing from case2.
Dozing Xerivea uses Claw Dance.
Dozing Ce'Nolaith uses Flurry.
Dozing Ce'Nolaith performs a melee critical strike against case2!
Dozing Ce'Nolaith's spell attains critical power!
case2 shares damage with his oozes!
case2 converts some damage to Psi!
Sleeping Glivea's devouring flames area effect killed Bloated ooze!
Sleeping Glivea's Beyond the Flesh hits case2 for (20 to psi shield), 7 to psi, 20 physical, (6 to psi shield), 2 to psi, 6 physical (35 total damage).
Sleeping Glivea receives 16 healing from Unnatural Body.
Dozing Xerivea hits case2 for (10 to psi shield), 2 to psi, 5 physical, (10 to psi shield), 2 to psi, 6 physical (15 total damage).
Dozing Xerivea hits Bloated ooze for 24 physical, 20 physical (43 total damage).
Dozing Ce'Nolaith hits Bloated ooze for 3 cold damage.
Dozing Ce'Nolaith hits case2 for (7 to psi shield), 2 to psi, 7 physical, (5 to psi shield), 2 to psi, 6 physical, 1 to psi, 2 light, (7 to psi shield), 1 to psi, 4 physical, (6 to psi shield), 1 to psi, 3 physical, 0 to psi, 1 light, (12 to psi shield), 2 to psi, 6 physical, 1 to psi, 2 lightning, 1 to psi, 2 cold, (6 to psi shield), 1 to psi, 3 physical, 0 to psi, 1 light (50 total damage).
Raze hits Bloated ooze for 2 darkness damage.
Raze hits Bloated ooze for 2 darkness damage.
Raze hits case2 for 0 to psi, 1 darkness, 0 to psi, 1 darkness, 0 to psi, 1 darkness, 0 to psi, 1 darkness, 0 to psi, 1 darkness, 0 to psi, 1 darkness, 0 to psi, 1 darkness, 0 to psi, 1 darkness, 0 to psi, 1 darkness, 0 to psi, 1 darkness (15 total damage).
Raze hits Bloated ooze for 2 darkness, 2 darkness, 2 darkness (6 total damage).
case2 the level 4 cornac adventurer was radiated to death by Dozing Ce'Nolaith on level 2 of Infinite Dungeon.