









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Mindslayer |
| Level / Exp | 19 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Siluna the sandworm destroyer at level 16 on the 50th Dusk 122nd year of Ascendancy at 01:24 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 23 (base 11) |
| Dexterity | 36 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 53 (base 43) |
| Cunning | 53 (base 45) |
Resources
| Life | 393/393 |
| Psi | 68/68 |
| Healing Factor | 1.2426086956522 |
| Regeneration | 2.7958695652174 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 41 |
| Crit Chance | 28% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Fire | +17% |
| Nature | +9% |
| Cold | +10% |
| Physical | +9% |
| Mind | +21% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 7 |
| Physical Save | 28 |
| Spell Save | 25 |
| Mental Save | 29 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Cold | + 5%( 70%) |
| All | + 2%( 70%) |
| Darkness | + 5%( 70%) |
| Light | + 5%( 70%) |
| Temporal | + 12%( 70%) |
| Lightning | + 22%( 70%) |
| Mind | + 24%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Bleed Resistance | 50% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 0% |
| Knockback Resistance | 22% |
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 240 life over 5 turns. Its effects scale with your Willpower stat. |
| 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Augmentation |
| talent | Kinetic Shield |
| talent | Thermal Aura |
| talent | Thermal Shield |
| talent | Deflect Projectiles |
| talent | Beyond the Flesh |
| talent | Kinetic Aura |
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 successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bear paw. * You've found the needed ice ant stinger. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Corpsesting the dwarven-steel greatsword (146% power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 Power: 147% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +12 blight When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 52% * 20% chance to reduce all saves and defense by 25 Changes stats: +1 Dex Changes resistances: +12% mind / +6% nature Changes damage: +6% physical Massive two-handed swords. |
| Light source | Sewerbreacher the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+1 eff.) Changes stats: +4 Dex / +1 Mag Changes damage: +9% nature Physical save: +9 (+5 eff.) Maximum life: +46.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On feet | pair of rough leather boots 'Phoenixwake' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce armor by 14% Changes resistances: +3% mind Changes resistances penetration: +5% mind Changes damage: +18% mind / +6% fire Life regen: +2.00 Healing mod.: +11% A pair of boots made of leather. |
| Tool | elm totem of summon tentacle 'Camafast' [power 100] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 2 acid Changes resistances: +3% light Changes resistances penetration: +5% physical Spell save: +9 (+5 eff.) It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 225 Base Damage: 100 Armor: 9 All Resist: 5 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | steel ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
| Around waist | noble's rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Wil / +7 Cun / +6 Lck Damage against: +17% Summoned Reduced damage from: +18% Summoned Trap disarming bonus: +6 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
| In main hand | Stormfront (120% power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 121% Range: 1.5x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
| On hands | Starbringer (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Damage (Melee): 7 mind Damage when hit (Melee): 6 mind / 4 light Changes resistances: +9% blight / +3% cold / +7% mind / +3% darkness Changes damage: +3% mind Light radius: +3 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. |
| Main armor | hardened leather armour 'Getuldil' (19 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+3 eff.) Armour: +6 Defense: +19 (+9 eff.) Fatigue: +8% Changes stats: +3 Str / +5 Dex Changes resistances: +20% lightning Changes resistances penetration: +10% physical Changes damage: +3% physical Critical mult.: +11.00% Physical save: +8 (+4 eff.) A suit of armour made of leather. |
| Cloak | Chalethel (4 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +4 (+2 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +3% nature Disease immunity: +10% Teleport immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% temporal Cut immunity: +50% Pinning immunity: +23% Knockback immunity: +22% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 230 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification ChestPowered 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. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Yarp the Thalore Mindslayer level 18
17th Haze 122nd year of Ascendancy at 07:14 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Yarp the Thalore Mindslayer level 15
33rd Dusk 122nd year of Ascendancy at 14:23 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Yarp the Thalore Mindslayer level 10
2nd Summertide 122nd year of Ascendancy at 08:43 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Yarp the Thalore Mindslayer level 17
66th Dusk 122nd year of Ascendancy at 16:46 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Yarp the Thalore Mindslayer level 9
9th Mirth 122nd year of Ascendancy at 03:28 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Yarp the Thalore Mindslayer level 9
5th Mirth 122nd year of Ascendancy at 10:05 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Yarp the Thalore Mindslayer level 17
9th Haze 122nd year of Ascendancy at 23:07 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Yarp the Thalore Mindslayer level 16
50th Dusk 122nd year of Ascendancy at 01:24 see stats
Log
Today is the 42nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 43rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Today is the 44th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
Today is the 45th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 46th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
Today is the 47th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
Quest 'The Brotherhood of Alchemists' status updated! (Press 'j' to see the quest log)
Today is the 48th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:43.
Today is the 49th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.
There is a Last Hope (Town) here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
Today is the 50th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:25.
Today is the 51st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Yarp deactivates Thermal Aura.
Yarp deactivates Augmentation.
Yarp deactivates Beyond the Flesh.
Yarp deactivates Kinetic Shield.
Yarp deactivates Thermal Shield.
Yarp deactivates Kinetic Aura.
Yarp deactivates Deflect Projectiles.










































































