









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! 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:
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! 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 | Female |
| Race | Ghoul |
| Class | Archer |
| Level / Exp | 7 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by venom drake hatchling at level 7 on the 2nd Summertide 122nd year of Ascendancy at 06:29 / 1 |
Primary Stats
| Strength | 39 (base 16) |
| Dexterity | 32 (base 29) |
| Constitution | 32 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 13 (base 12) |
Resources
| Life | -24/288 |
| Stamina | 126/126 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 0.29311050404737 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 29 |
| Crit Chance | 23% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +3% |
Defense: Base
| Armour (hardiness) | 10.335093952971 (47.857809501309%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 13 |
| Physical Save | 22 |
| Spell Save | 10 |
| Mental Save | 9 |
Defense: Resistances
| Lightning | + 22%( 70%) |
| Temporal | + 17%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 130 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: 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 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. | active |
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 improved Magic by +5. | 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 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| Quiver | barbed quiver of elm arrows of crippling (4/12, 20-29 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego++] Master Weapon Damage 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +17.0% Capacity 12 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| On hands | temporal rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 temporal On-Ranged-Hit 6 temporal Damage +3% temporal Accuracy +12 (+6 eff.) defense ------ Armor +1 Resistance +5% temporal 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. |
| On head | grounding rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal A cap made of leather. |
| Tool | elm totem of summon tentacle [power 95] (23/25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature 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: 190 Base Damage: 95 Armor: 0 All Resist: 0 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| Around neck | copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
| Main armor | steel mail armour of thunder (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego+] Arcane While equipped: Stats +3 Str +3 Mag +5 Wil offense ------ Physical Crit +5.0% Spell Crit +4% Mind Crit +5% Physical Power +10 (+3 eff.) Spellpower +11 (+5 eff.) Mindpower +12 (+6 eff.) defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +10% lightning A suit of armour made of mail. |
| In main hand | elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Light source | brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Inventory
healing infusion of the sneak (heal 67; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Turiredur the Growmoon (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 45 damage While equipped: Stats +8 Con +7 Wil offense ------ Damage +9% nature Ignore resists +25% nature +7% all Accuracy +10 (+5 eff.) Ignore Armor +9 When Hit 4 arcane defense ------ Resistance +6% nature Life +31.00 Blunt and deadly. |
pair of rough leather boots 'Porotha' (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +1 Con defense ------ Armor +1 Defense +5 (+4 eff.) Resistance +3% acid +6% fire +5% cold other ------- Max stamina +30.00 A pair of boots made of leather. |
Xerukira the Sootstrike (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +11% light +9% blight When Hit 2 blight 2 darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 16 defense ------ Defense +1 (+1 eff.) Resistance +16% light +3% darkness A pointy cloth hat, very wizardly... |
iron helm of constitution (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
quiver of elm arrows (16/16, 14-20 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 16 Arrows are used with bows to pierce your foes to death. |
59 alchemist agate0.0 Encumbrance 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. |
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. |
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. |
2 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
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Bowner the Ghoul Archer level 5
8th Mirth 122nd year of Ascendancy at 03:32 see stats
Log
Bowner shoots!
Ce'Nalewe the venom drake hatchling starts to bleed.
Bowner's Shoot hits Ce'Nalewe the venom drake hatchling for 114 physical, 6 temporal (121 total damage).
Ce'Nalewe the venom drake hatchling shoots!
Bowner slows down.
Bleeding from Bowner hits Ce'Nalewe the venom drake hatchling for 15 physical damage.
Ce'Nalewe the venom drake hatchling's Shoot hits Bowner for (19 absorbed), 0 physical (0 total damage).
Ce'Nalewe the venom drake hatchling's Shoot hits Bowner for (19 absorbed), 0 physical (0 total damage).
Bowner uses Headshot.
Bowner's Headshot hits Ce'Nalewe the venom drake hatchling for 112 physical, 6 temporal (118 total damage).
The shield around Bowner crumbles.
Bleeding from Bowner hits Ce'Nalewe the venom drake hatchling for 15 physical damage.
Bowner shoots!
Ce'Nalewe the venom drake hatchling shoots!
Talent Steady Shot is ready to use.
Bleeding from Bowner hits Ce'Nalewe the venom drake hatchling for 15 physical damage.
Venom drake hatchling hits Bowner for 31 physical damage.
Bowner's Shoot hits Ce'Nalewe the venom drake hatchling for 66 physical, 6 temporal (72 total damage).
Ce'Nalewe the venom drake hatchling's Shoot hits Bowner for 19 physical damage.
Ce'Nalewe the venom drake hatchling's Shoot hits Bowner for 19 physical damage.
Bowner points her elm totem of summon tentacle at a spot nearby, releasing a writhing tentacle!
Bowner activates her elm totem of summon tentacle!
Bleeding from Bowner hits Ce'Nalewe the venom drake hatchling for 15 physical damage.
Venom drake hatchling hits Bowner for 30 physical damage.
Lashing Tentacle hits Something for 40 physical damage.
Venom drake hatchling hits Bowner for 32 physical damage.
Bowner the level 7 ghoul archer was bled to death by a venom drake hatchling on level 3 of Trollmire.


































































