










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/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:
Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Ogre |
Class | Doombringer |
Level / Exp | 9 / 34% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 36 (base 33) |
Dexterity | 14 (base 10) |
Constitution | 18 (base 12) |
Magic | 22 (base 20) |
Willpower | 14 (base 10) |
Cunning | 16 (base 11) |
Resources
Life | 330/330 |
Stamina | 154/154 |
Vim | 140/140 |
Healing Factor | 1.1711363549267 |
Regeneration | 11.994373197538 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 18.815289237657 |
See Invisible | 18.815289237657 |
Offense: Mainhand
Damage | 49 |
Accuracy | 33 |
Crit Chance | 17% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +22% |
Temporal | +3% |
Nature | +9% |
Cold | +20% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 19.522593642275 (62.32946707186%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 17 |
Physical Save | 25 |
Spell Save | 35 |
Mental Save | 10 |
Defense: Resistances
Nature | + 16%( 70%) |
Lightning | + 3%( 70%) |
Light | + 39%( 70%) |
Temporal | + 3%( 70%) |
Cold | + 40%( 70%) |
Mind | + 16%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 23% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Corruption / Torture | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 0 ----- def ----- Armour +3 Fatigue -3% Resists +6% mind Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +12% light Res.pen +5% light ----- def ----- Armour +5 Fatigue +5% Resists +3% lightning ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +3% temporal Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +7 (+5 eff.) Resists +9% light +3% cold Max.HP +20.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.27 cold and 8.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% cold +6% nature +3% temporal Spell.save +5 (+3 eff.) Die.at -40.00 life ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T2 battleaxe 2H weapon [Ego] Arcane/Psionic Power 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 mind +10 light Against +10% Undead On Hit: * 17% chance to reduce all saves and defense by 0 While equipped: Stats +2 Cun +2 Wil Massive two-handed battleaxes. |
On hands | ![]() 1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 cold Dmg.mod +5% cold Acc +12 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T1 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% HP.reg +2.30 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +6 (+4 eff.) Phys.save +6 (+3 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 | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +15% temporal Melee Ret 2 nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +10% mind +6% fire Confus- +23% Amulets make your neck look great! |
Inventory
![]() 5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +0.5% Atk.spd 100% Phasing +14% Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +11 Crit +0.5% Atk.spd 100% Phasing +16% Massive two-handed mauls. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 mind On Hit.r1 +8 darkness On Hit: * 20% chance to reduce damage dealt by 0% While equipped: dps ---------- Res.pen +5% mind Acc +5 (+3 eff.) ----- def ----- Defense +5 (+4 eff.) Disarm- +22% One-handed war axes. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane Acc +5 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +5 (+5 eff.) Disarm- +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +5% lightning +6% temporal +6% nature +3% light Mind.save +3 (+3 eff.) ---------- misc Light +1 A pointy cloth hat, very wizardly... |
![]() 17.0 T2 massive armor [Ego] Master/Psionic While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +6% mind Mind.save +11 (+10 eff.) A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+5 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nia the Ogre Doombringer level 5
77th Pyre 122nd year of Ascendancy at 13:05 see stats
Log
Ran for 60 turns (stop reason: at exit).
Nia wears: copper amulet 'Plaguestone'.
Nia wears (replacing linen wizard hat 'Aeronn' (1 def, 0 armour)): Airnigh (0 def, 5 armour).
You gain 20.86 gold from the transmogrification of Emima the elm wand of lightning storm [power 116] (15 cooldown).
You gain 5.00 gold from the transmogrification of elm totem of healing [power 116] (15 cooldown).
You gain 3.21 gold from the transmogrification of troll-hide rough leather armour of fire resistance (3 def, 2 armour).
You gain 1.37 gold from the transmogrification of cleansing rough leather armour of clarity (3 def, 2 armour).
You gain 0.10 gold from the transmogrification of pair of rough leather boots (0 def, 1 armour).
You gain 0.02 gold from the transmogrification of linen robe (0 def, 0 armour).
You gain 1.25 gold from the transmogrification of linen cloak of Iron Throne (1 def, 0 armour).
You gain 0.38 gold from the transmogrification of rough leather belt of transcendence.
You gain 0.25 gold from the transmogrification of elm magestaff (10-12 power, 2 apr, fire element).
You gain 1.52 gold from the transmogrification of gifted mossy mindstar of resolve (3-3 power, 12 apr, mind damage).
You gain 0.25 gold from the transmogrification of iron longsword (10-15 power, 2 apr).
You gain 1.66 gold from the transmogrification of steady elm longbow.
You gain 2.26 gold from the transmogrification of ranger's elm longbow of fire.
You gain 2.26 gold from the transmogrification of ranger's elm longbow of acid.
You gain 3.88 gold from the transmogrification of balanced iron greatmaul of amnesia (20-29 power, 1 apr).
You gain 0.45 gold from the transmogrification of iron dagger of massacre (16-21 power, 5 apr).
You gain 0.75 gold from the transmogrification of arcing iron dagger (10-12 power, 5 apr).
You gain 0.53 gold from the transmogrification of teleportation rune (range 22; cd 13).
You gain 1.09 gold from the transmogrification of manasurge rune of the psychic (regen 761% over 10 turns; mana 38; cd 16).
You gain 0.59 gold from the transmogrification of manasurge rune (regen 638% over 10 turns; mana 32; cd 12).
You gain 2.06 gold from the transmogrification of blink rune of the warrior (range 5; phase 16; cd 13).
There is a previous level here (press '' or right click to use).
Saving game...
Saving done.