












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:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
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 | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 11 / 92% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 40 (base 36) |
| Dexterity | 27 (base 24) |
| Constitution | 15 (base 12) |
| Magic | 8 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 496/496 |
| Stamina | 112/112 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 0.26150778048544 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 47 |
| Crit Chance | 0% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +15% |
| Fire | +4% |
| Cold | +18% |
Offense: Damage Penetration
| Darkness | +5% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 36.639656835486 (62.32946707186%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 24 |
| Physical Save | 24 |
| Spell Save | 8 |
| Mental Save | 15 |
Defense: Resistances
| Darkness | + 15%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 3%( 70%) |
| Fire | + 35%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
| Disarm Resistance | 20% |
| Poison Resistance | 10% |
| Blind Resistance | 22% |
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
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Shield Wall |
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 defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 |
Equipment
| On feet | Khelyrokhad the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +12% fire +3% light +6% cold Physical save +9 (+4 eff.) Unlife -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +5 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 | rough leather cap 'Gulrawyn' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex offense ------ Ignore resists +15% acid defense ------ Armor +1 Fatigue +1% Resistance +3% temporal Mind save +3 (+3 eff.) Unlife -60.00 life Poison Resist +10% A cap made of leather. |
| On hands | cinder iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 fire Damage +4% fire Accuracy +10 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% fire 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. |
| On fingers | psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+4 eff.) Rings make your fingers look great! |
| Around neck | Lisutta the Voidire0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 8% defense ------ Resistance +11% light +15% darkness Blind Resist +22% Amulets make your neck look great! |
| In main hand | balanced iron mace of massacre (118% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Master Weapon Damage 118% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +20% Blunt and deadly. |
| Around waist | blurring rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Defense +9 (+5 eff.) Stealth +6 Life +30.00 A belt that goes around your waist. |
| In off hand | iron shield 'Treevortex' (0 def, 2 armour, 100% power, 19.5 block)7.0 Encumbrance T1 shield armor [Rare] Psionic When used to Attack: Weapon Damage 100% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 On-hit +16 nature +12 acid On-crit, radius 2 +8 arcane While equipped: offense ------ Damage +9% arcane When Hit 2 arcane On-Hit (Melee): * 6% chance to reduce all saves and defense by 9 When Hit: * 11% chance to reduce all saves and defense by 9 defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Frozenwing (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Damage +6% arcane +18% cold defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% fire A suit of armour made of mail. |
Inventory
Emelirianne the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Critical power +10.00% Accuracy +5 (+2 eff.) Ignore Armor +1 defense ------ Armor +2 Resistance +5% fire +6% cold other ------- Max mana +60.00 Max stamina +10.00 A belt that goes around your waist. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+5 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
Ulular (0 def, 2 armour, 101% power, 18 block)7.0 Encumbrance T1 shield armor [Rare] Master When used to Attack: Weapon Damage 101% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +18 On-hit +16 acid On Hit: * 20% chance to reduce armor by 13% While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 9 defense ------ Armor +2 Fatigue +8% Resistance +10% physical other ------- Talents +1 Block Handheld deflection devices. |
12 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Transmogrification Chest2.0 Encumbrance 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. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bojandbo the Dwarf Bulwark level 10
3rd Profit 122nd year of Ascendancy at 10:44 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Bojandbo the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 09:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bojandbo the Dwarf Bulwark level 10
4th Profit 122nd year of Ascendancy at 03:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bojandbo the Dwarf Bulwark level 6
30th Voratun 122nd year of Ascendancy at 14:44 see stats
Log
You gain 0.25 gold from the transmogrification of iron shield (0 def, 2 armour, 101% power, 21.5 block).
You gain 0.59 gold from the transmogrification of flaming iron shield (0 def, 2 armour, 98% power, 23.5 block).
You gain 1.18 gold from the transmogrification of cleansing iron plate armour of acid resistance (0 def, 7 armour).
You gain 6.26 gold from the transmogrification of rejuvenating rough leather armour of acid resistance (3 def, 2 armour).
You gain 0.57 gold from the transmogrification of miner's iron helm (0 def, 5 armour).
You gain 6.09 gold from the transmogrification of Relgedunavon (0 def, 3 armour).
You gain 7.21 gold from the transmogrification of Leladar the Gloomjeer (1 def, 0 armour).
You gain 5.26 gold from the transmogrification of dwarven-steel gauntlets of the starseeker (0 def, 2 armour).
You gain 3.69 gold from the transmogrification of traveler's pair of iron boots of tirelessness (0 def, 3 armour).
You gain 4.90 gold from the transmogrification of scholar's pair of rough leather boots of speed (0 def, 1 armour).
You gain 0.10 gold from the transmogrification of pair of rough leather boots (0 def, 1 armour).
You gain 9.11 gold from the transmogrification of pair of iron boots 'Kindlefurnace' (0 def, 3 armour).
You gain 2.07 gold from the transmogrification of blood-soaked pair of iron boots (0 def, 3 armour).
You gain 0.25 gold from the transmogrification of iron waraxe (102% power, 2 apr).
You gain 0.25 gold from the transmogrification of elm magestaff (100% power, 2 apr, lightning element).
You gain 2.72 gold from the transmogrification of earthen ash starstaff of power (111% power, 3 apr, light element).
You gain 4.75 gold from the transmogrification of ash starstaff of channeling (111% power, 3 apr, temporal element).
You gain 2.65 gold from the transmogrification of creative vined mindstar of balance (85% power, 18 apr, mind damage).
You gain 0.25 gold from the transmogrification of iron longsword (101% power, 2 apr).
You gain 2.44 gold from the transmogrification of balanced iron longsword (104% power, 2 apr).
You gain 1.56 gold from the transmogrification of flaming steel greatsword of massacre (138% power, 2 apr).
You gain 1.20 gold from the transmogrification of acidic steel greatsword of massacre (138% power, 2 apr).
You gain 1.11 gold from the transmogrification of insulating copper amulet of cunning (+3).
You gain 0.55 gold from the transmogrification of shatter afflictions rune (absorb 20; cd 17).
You gain 1.12 gold from the transmogrification of healing infusion of the titan (heal 73; cd 14).
There is a previous level here (press '' or right click to use).
Resting starts...
Talent Block is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).

































































