









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Anorithil |
Level / Exp | 11 / 19% |
Size | medium |
Lifes / Deaths | Killed by Salunne the venom drake hatchling at level 11 on the 42nd Regrowth 123rd year of Ascendancy at 17:37 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 11 (base 10) |
Magic | 48 (base 36) |
Willpower | 10 (base 10) |
Cunning | 31 (base 26) |
Resources
Life | -12/284 |
Positive | 60/80 |
Negative | 31/80 |
Healing Factor | 1.1697162075846 |
Regeneration | 0.29242905189616 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 26.878701826468 |
See Invisible | 26.878701826468 |
Offense: Mainhand
Damage | 16 |
Accuracy | 4 |
Crit Chance | 9% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +26% |
Light | +23% |
Temporal | +10% |
Physical | +9% |
All | +5% |
Offense: Damage Penetration
Darkness | +5% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 36 |
Mental Save | 20 |
Defense: Resistances
Acid | + 7%( 70%) |
Light | + 24%( 70%) |
Temporal | + 12%( 70%) |
Cold | + 25%( 70%) |
Lightning | + 12%( 70%) |
Fire | + 7%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.43 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.43 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 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 |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * '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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed green worm. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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 ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * '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 snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | 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 within7 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +4 (+4 eff.) Evasion: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +44.00 Heal.mod +11% ---------- misc Light +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 head | ![]() 2.0 T1 head armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+1 eff.) Resists +5% lightning +5% temporal +15% light A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Resists +9% cold ---------- misc Light +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (121 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+5 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% darkness +5% temporal +5% light +4% physical ---------- misc Masteries +0.13 Celestial/Hymns +0.13 Celestial/Light Amulets make your neck look great! |
In main hand | ![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +16% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Mag ----- def ----- Armour +10 Defense +1 (+1 eff.) Resists +3% light +10% cold Max.HP +20.00 Heal.mod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +14 (+4 eff.) Dmg.mod +5% all ----- def ----- Resists +7% all Spell.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 103.11 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 5.0 T1 greatmaul 2H weapon Reqs Str 11 [Rare] Master Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Mag dps ---------- Mind.crit +5% Dmg.mod +3% mind Acc +7 (+7 eff.) ----- def ----- Defense +9 (+9 eff.) Disarm- +32% ---------- misc Light +2 Massive two-handed mauls. |
![]() 2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +2 Wil +1 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Mag +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Armour +1 Stun/Frz- +20% ---------- misc Infravis +3 Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Dex +1 Mag +4 Wil +2 Con dps ---------- Phys.pwr +3 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +3% darkness Spell.save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 7.0 T1 shield armor Reqs Shield usage training Str 11 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+4 eff.) ----- def ----- Armour +6 Resists +3% blight +3% fire Crit.chn- 10.00% Mind.save +3 (+1 eff.) Poison- +10% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 172 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. |
Achievements
By Neito'astuu taivaast'alas the Cornac Anorithil level 10
18th Regrowth 123rd year of Ascendancy at 01:42 see stats
By Neito'astuu taivaast'alas the Cornac Anorithil level 10
18th Regrowth 123rd year of Ascendancy at 01:40 see stats
By Neito'astuu taivaast'alas the Cornac Anorithil level 4
75th Dusk 122nd year of Ascendancy at 10:48 see stats
By Neito'astuu taivaast'alas the Cornac Anorithil level 5
79th Haze 122nd year of Ascendancy at 15:31 see stats
By Neito'astuu taivaast'alas the Cornac Anorithil level 8
8th Regrowth 123rd year of Ascendancy at 10:44 see stats
Log
Neito'astuu taivaast'alas casts Moonlight Ray.
Neito'astuu taivaast'alas's spell attains critical power!
Neito'astuu taivaast'alas hits Venom drake hatchling for 284 darkness damage.
Neito'astuu taivaast'alas hits Venom drake hatchling for 284 darkness damage.
Neito'astuu taivaast'alas hits Salunne the venom drake hatchling for 217 darkness damage.
Neito'astuu taivaast'alas killed Venom drake hatchling!
Neito'astuu taivaast'alas killed Venom drake hatchling!
Salunne the venom drake hatchling casts Phase Door.
Neito'astuu taivaast'alas casts Searing Light.
Salunne the venom drake hatchling activates Blade Flurry.
Salunne the venom drake hatchling uses Flurry.
Neito'astuu taivaast'alas has temporarily forgotten Infusion: Healing for 3 turns!
Salunne the venom drake hatchling performs a melee critical strike against Neito'astuu taivaast'alas!
Salunne the venom drake hatchling performs a melee critical strike against Neito'astuu taivaast'alas!
Salunne the venom drake hatchling performs a melee critical strike against Neito'astuu taivaast'alas!
Melee retaliation hits Salunne the venom drake hatchling for 15 light, 15 light, 15 light, 15 light, 15 light, 15 light (89 total damage).
Salunne the venom drake hatchling hits Neito'astuu taivaast'alas for 22 physical, 22 darkness, 11 physical, 22 darkness, 4 fire, 20 physical, 22 darkness, 15 physical, 22 darkness, 4 fire, 36 physical, 22 darkness, 17 physical, 22 darkness, 4 fire (263 total damage).
Neito'astuu taivaast'alas tries to evade attacks.
Neito'astuu taivaast'alas uses Infusion: Wild.
Neito'astuu taivaast'alas lessens the pain.
Neito'astuu taivaast'alas casts Rune: Blink.
Neito'astuu taivaast'alas is out of phase.
Salunne the venom drake hatchling uses Heartseeker.
Neito'astuu taivaast'alas evades Salunne the venom drake hatchling.
Melee retaliation hits Salunne the venom drake hatchling for 15 light damage.
Salunne the venom drake hatchling hits Neito'astuu taivaast'alas for 19 physical, 15 darkness (34 total damage).
Neito'astuu taivaast'alas the level 11 cornac anorithil was darkened to death by Salunne the venom drake hatchling on level 2 of Norgos Lair.