








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Brawler |
Level / Exp | 10 / 36% |
Size | medium |
Lifes / Deaths | Killed by Eilinora the slumbering wolf at level 10 on the 48th Dusk 122nd year of Ascendancy at 02:09 / 1 |
Primary Stats
Strength | 27 (base 13) |
Dexterity | 34 (base 28) |
Constitution | 23 (base 10) |
Magic | 17 (base 10) |
Willpower | 29 (base 10) |
Cunning | 36 (base 28) |
Resources
Life | -108/405 |
Stamina | 128/174 |
Healing Factor | 1.1510362694301 |
Regeneration | 0.51796632124353 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 2 |
See Invisible | 3 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Barehand
Damage | 34 |
Accuracy | 43 |
Crit Chance | 13% |
APR | 4 |
Speed | 0.80 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Lightning | +11% |
Fire | +4% |
Darkness | +3% |
Offense: Damage Penetration
Physical | +25% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 7 (46.274970622797%) |
Defense | 40 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 21 |
Mental Save | 40 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Darkness | + 21%( 70%) |
Light | + 13%( 70%) |
Lightning | + 22%( 70%) |
Physical | + 6%( 70%) |
Fire | + 12%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 20% |
Blind Resistance | 5% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 176 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 167 damage for 4 turns. Its effects scale with your Cunning stat. |
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 mental or physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chant of Fortitude |
talent | Striking Stance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 15% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining) Counter Attacking |
beneficial effect | Increases defense by 13. Mobile Defense |
beneficial effect | The target is recovering 17 life each turn. Recovery |
detrimental effect | The target has a 10% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +1 Dex / +3 Wil Changes resistances: +6% cold / +6% fire Infravision radius: +1 See invisible: +3 A pair of boots made of leather. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -2% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage (Melee): 6 fire Changes stats: +2 Mag Changes resistances: +9% darkness / +6% fire Changes damage: +4% fire Grants telepathy: Humanoid/Orc When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 1). Burst (radius 2) on crit: +6 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Wil Changes resistances: +3% blight / +12% nature / +6% acid Blindness immunity: +5% Cut immunity: +20% Mindpower: +3 (+1 eff.) A cap made of leather. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 8/25) : Effective talent level: 3.0 Power cost: 20 out of 8/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +5% arcane Changes resistances penetration: +10% arcane / +20% physical Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Stamina each turn: +0.20 Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +4 Str / +1 Dex / +3 Mag Changes resistances: +22% lightning Changes damage: +11% lightning / +3% darkness Grants telepathy: Humanoid/Orc Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Dex Maximum life: +31.00 Infravision radius: +1 A belt that goes around your waist. |
Main armor | ![]() Requires: - Strength 14 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +4 Cun / +3 Wil Changes resistances: +6% physical / +13% light / +12% darkness Changes resistances penetration: +5% physical Changes damage: +6% physical Physical save: +11 (+6 eff.) Mental save: +12 (+4 eff.) A suit of armour made of leather. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +1 Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Changes stats: +3 Wil Mental save: +5 (+2 eff.) Life regen: +0.20 Only die when reaching: -80.00 life Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +2 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. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
![]() elm magestaff of warding (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Maximum wards: +2 lightning Changes damage: +10% lightning Talents granted: +1 Command Staff +1 Ward Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% blight / +3% mind / +9% light Mental save: +6 (+2 eff.) Blindness immunity: +5% Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +12.00 When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes resistances: +5% nature / +6% mind Changes damage: +3% mind / +15% darkness / +4% nature When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Poison Breath (10% chance level 1). Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +6 nature Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% darkness / +6% fire Changes resistances penetration: +5% fire Changes damage: +12% fire Physical save: +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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), costing 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bench the Shalore Brawler level 7
9th Dusk 122nd year of Ascendancy at 09:31 see stats
By Bench the Shalore Brawler level 10
47th Dusk 122nd year of Ascendancy at 03:43 see stats
By Bench the Shalore Brawler level 6
9th Flare 122nd year of Ascendancy at 13:56 see stats
Log
Bench shrugs off the effect 'Pinned to the ground'!
Bench rushes out!
Dreaming giant venus flytrap misses Bench.
Ivaremira the dozing war bear shoots!
Bench is knocked back!
Ivaremira the dozing war bear's Shoot hits Neradhethra the slumbering warg for 41 physical damage.
Ivaremira the dozing war bear's Shoot hits Neradhethra the slumbering warg for 43 physical damage.
Ivaremira the dozing war bear's Shoot hits Bench for (6 resist armour), 28 physical (28 total damage).
Bench stops being poisoned.
Bench receives 20 healing.
Burning from Slumbering treant hits Bench for (6 resist armour), 29 fire (29 total damage).
Bench rushes out!
Ritch flamespitter spits flames!
Ritch flamespitter hits Bench for (6 resist armour), 51 fire (51 total damage).
Slumbering treant is no longer sleeping.
Slumbering dire wolf is no longer sleeping.
Emitta the dreaming poison ivy strafes with his steamguns!
Slumbering dire wolf howls
Emitta the dreaming poison ivy's Strafe misses Bench.
Emitta the dreaming poison ivy's Strafe hits Bench for (6 resist armour), 19 physical, (3 resist armour), 0 darkness (19 total damage).
Bench stops burning.
Bench receives 20 healing.
Bench picks up (b.): elm magestaff of warding (10-12 power, 2 apr, lightning element).
Slumbering treant is no longer sleeping.
Velyssra the slumbering fox is no longer sleeping.
Eilinora the slumbering wolf rushes out!
Saving game...