








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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Solipsist |
Level / Exp | 10 / 7% |
Size | medium |
Lifes / Deaths | Killed by Lisamitira the orc assassin at level 10 on the 9th Mirth 122nd year of Ascendancy at 07:03 / 1 |
Primary Stats
Strength | 10 (base 13) |
Dexterity | 19 (base 14) |
Constitution | 21 (base 17) |
Magic | 17 (base 13) |
Willpower | 45 (base 25) |
Cunning | 26 (base 17) |
Resources
Life | -11/193 |
Psi | 64/230 |
Healing Factor | 1.094804467222 |
Regeneration | 2.0253882643607 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 31.602579952692 |
See Invisible | 30.602579952692 |
Offense: Mainhand
Damage | 17 |
Accuracy | 30 |
Crit Chance | 13% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 30 |
Crit Chance | 9% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +6% |
Acid | +12% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 0 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 2 |
Physical Save | 16.06 |
Spell Save | 26.84 |
Mental Save | 33 |
Defense: Resistances
Nature | + 10%( 70%) |
Lightning | + 15%( 70%) |
Acid | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 70% |
Instadeath Resistance | 100% |
Disarm Resistance | 23% |
Poison Resistance | 100% |
Knockback 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: 13 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
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
Psionic / Psychic Assault | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Smith | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 |
Equipment
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes damage: +6% arcane Mental save: +6 (+3 eff.) Maximum psi: +10.00 Light radius: +3 See stealth: +7 See invisible: +6 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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag / +3 Wil Life regen: +1.60 Spellpower: +3 (+1 eff.) Damage Shield Power: +5% A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 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 25/25) : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 11 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 20% 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: Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 130.27 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 22% Changes resistances: +6% acid Changes damage: +12% acid Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Talent granted: +1 Attune Mindstar Spell save: +3 (+2 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +3 Wil Mental 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. |
Main armor | ![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+8 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 48.88 to 146.65 lightning damage (97.77 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
![]() iron dagger of erosion (10-12 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature Sharp, short and deadly. |
![]() rough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
![]() rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
![]() linen cloak 'Voidscar' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 8 nature / 2 darkness Changes stats: +2 Str / +2 Con Changes resistances penetration: +5% darkness Changes damage: +9% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen robe of nature (+16%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% nature / +7% all Changes damage: +11% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: 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. |
![]() rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex Changes resistances: +3% light / +3% cold Mental save: +3 (+2 eff.) Infravision radius: +1 Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 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. |
![]() 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) 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Brain helmet the Halfling Solipsist level 10
9th Mirth 122nd year of Ascendancy at 00:41 see stats
By Brain helmet the Halfling Solipsist level 9
3rd Mirth 122nd year of Ascendancy at 11:47 see stats
Log
Brain helmet shrugs off the effect 'Dazed'!
Thought-forged bowman's Shoot performs a ranged critical strike against Lisamitira the orc assassin!
Thought-forged bowman's Shoot hits Lisamitira the orc assassin for 53 physical damage.
Brain helmet uses Distortion Bolt.
Brain helmet tries to evade attacks.
Brain helmet converts some damage to Psi!
Brain helmet's Distortion Bolt hits Brain helmet for 22 to psi, 42 physical (64 total damage).
Brain helmet's Distortion Bolt hits Lisamitira the orc assassin for 69 physical damage.
Brain helmet converts some damage to Psi!
Lisamitira the orc assassin's Beyond the Flesh hits Brain helmet for 8 to psi, 16 physical, 1 to psi, 1 mind, 1 to psi, 2 nature, 2 to psi, 4 physical (36 total damage).
Thought-forged bowman shoots!
Lisamitira the orc assassin uses Telekinetic Smash.
Lisamitira the orc assassin performs a melee critical strike against Brain helmet!
Brain helmet is stunned!
Brain helmet converts some damage to Psi!
Lisamitira the orc assassin hits Brain helmet for 13 to psi, 25 physical, 2 to psi, 4 physical, 26 to psi, 49 physical, 1 to psi, 1 mind, 1 to psi, 2 nature, 2 to psi, 4 physical (133 total damage).
Thought-forged bowman's Shoot hits Lisamitira the orc assassin for 45 physical damage.
Brain helmet uses Mind Sear.
Brain helmet hits Lisamitira the orc assassin for 58 mind damage.
Brain helmet converts some damage to Psi!
Lisamitira the orc assassin's Beyond the Flesh hits Brain helmet for 11 to psi, 22 physical, 2 to psi, 3 mind, 1 to psi, 2 nature, 3 to psi, 5 physical (49 total damage).
Thought-forged bowman shoots!
Brain helmet receives 3 healing (2 psi heal).
Lisamitira the orc assassin uses Quick as Thought.
Lisamitira the orc assassin speeds up.
Brain helmet converts some damage to Psi!
Lisamitira the orc assassin hits Brain helmet for 13 to psi, 25 physical (38 total damage).
Brain helmet the level 10 halfling solipsist was stabbed to death by Lisamitira the orc assassin on level 1 of Halafast.