











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! 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 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 | Female |
| Race | Doomelf |
| Class | Sun Paladin |
| Level / Exp | 11 / 6% |
| Size | big |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 11 on the 7th Mirth 122nd year of Ascendancy at 05:25 / 1 |
Primary Stats
| Strength | 33 (base 35) |
| Dexterity | 17 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 31 (base 27) |
| Willpower | 19 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -29/295 |
| Positive | 50/80 |
| Stamina | 138/152 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 6.3107262974039 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 34 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Lightning | +3% |
| Acid | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 19 |
| Physical Save | 22 |
| Spell Save | 22 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Light | + 6%( 70%) |
| Nature | + 6%( 70%) |
| Cold | + 27%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 37%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 22% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 13 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 failed to protect the injured seer from death by Isleriama the forest troll. Escort: injured seer (level 2 of Trollmire) | failed |
You failed to protect the lone alchemist from death by Belyda the brown bear. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You failed to protect the lost sun paladin from death by rattlesnake. Escort: lost sun paladin (level 3 of Trollmire) | failed |
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 |
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 | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 29% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- 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 | Tarratofang the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +9% cold +9% fire Phys.save +10 (+5 eff.) Spell.save +3 (+2 eff.) ---------- misc Equi/ret +0.08 A cap made of leather. |
| On hands | iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% 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. |
| Tool | Demonsmash the iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid Res.pen +20% darkness ----- def ----- Resists +3% fire Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Emelanne0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Dex +1 Wil ----- def ----- HP.reg +2.00 Stun/Frz- +22% ---------- misc See.Invis +6 Rings make your fingers look great! |
| On fingers | Xolravena0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Resists +12% acid +6% nature Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | Xabrewe the Deepsbloom0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 14 ----- def ----- Fatigue -5% Resists +6% mind Crit.chn- 5.00% HP.reg +1.00 Amulets make your neck look great! |
| In main hand | acidic iron mace (14-19 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 Blunt and deadly. |
| Around waist | Dazzleborn the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Mag +1 Wil +5 Cun dps ---------- Phys.pwr +3 (+1 eff.) Melee Ret 2 light ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Harofang the Sparkwisp (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Defense +1 (+1 eff.) Resists +6% light +3% cold Mind.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 | drakeskin leather armour of fire resistance (20 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +15% fire A suit of armour made of leather. |
Inventory
healing infusion of the titan (heal 67; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 67 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
iron mace (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Earuleg (15 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Defense +15 (+8 eff.) Fatigue -5% Resists +6% light Phys.save +8 (+4 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
polar rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blizzardtyphoon the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning Res.pen +5% cold ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning Phys.save +9 (+5 eff.) ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.70 to 71.11 lightning damage (47.40 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +7% temporal A cap made of leather. |
insulating rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
linen wizard hat 'Blizzardhacker' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning +3% temporal +3% light +10% fire +12% cold A pointy cloth hat, very wizardly... |
cleansing steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +11% blight +6% physical +11% nature Phys.save +11 (+6 eff.) A suit of armour made of mail. |
3 agate0.0 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. |
121 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Flashkin (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Fatigue -4% Resists +6% lightning +3% temporal +6% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Gilafang the brass lantern2.0 T1 lite [Rare] Disrupt While equipped: ----- def ----- Resists +2% physical +3% all Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Poison- +10% Cut- +10% ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 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 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By THE RAIN the Doomelf Sun Paladin level 6
77th Pyre 122nd year of Ascendancy at 20:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By THE RAIN the Doomelf Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 10:00 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By THE RAIN the Doomelf Sun Paladin level 9
2nd Mirth 122nd year of Ascendancy at 15:28 see stats
Log
Forest Troll Hedge-Wizard is free from the ice.
THE RAIN casts Bathe in Light.
THE RAIN's spell attains critical power!
Forest Troll Hedge-Wizard misses THE RAIN.
Talent Shield Pummel is ready to use.
Talent Sun Ray is ready to use.
Forest Troll Hedge-Wizard reflects damage back to THE RAIN!
Melee retaliation hits Forest Troll Hedge-Wizard for (10 absorbed), 0 light (0 total damage).
Forest Troll Hedge-Wizard hits THE RAIN for (44 blocked), 0 physical, (10 absorbed), 10 reflected (10 total damage).
THE RAIN receives 15 healing from THE RAIN's healing light area effect.
Forest Troll Hedge-Wizard receives 16 healing from THE RAIN's healing light area effect.
THE RAIN casts Sun Ray.
Forest Troll Hedge-Wizard shrugs off the effect 'Blinded'!
Forest Troll Hedge-Wizard reflects damage back to THE RAIN!
Forest Troll Hedge-Wizard hits THE RAIN for (78 absorbed), 78 reflected (78 total damage).
THE RAIN hits Forest Troll Hedge-Wizard for (78 absorbed), 0 light (0 total damage).
Forest Troll Hedge-Wizard casts Manathrust.
Your shield crumbles under the damage!
The shield around THE RAIN crumbles.
Forest Troll Hedge-Wizard hits THE RAIN for (27 absorbed), 102 arcane (102 total damage).
A shield forms around THE RAIN.
THE RAIN receives 15 healing from THE RAIN's healing light area effect.
Forest Troll Hedge-Wizard receives 16 healing from THE RAIN's healing light area effect.
THE RAIN performs a melee critical strike against Forest Troll Hedge-Wizard!
Your shield crumbles under the damage!
The shield around THE RAIN crumbles.
Forest Troll Hedge-Wizard is covered in acid!





































































