











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 15 / 33% |
Size | medium |
Lifes / Deaths | Killed by Mayawyn the polar bear at level 15 on the 50th Dusk 122nd year of Ascendancy at 08:22 / 1 |
Primary Stats
Strength | 21 (base 18) |
Dexterity | 51 (base 41) |
Constitution | 27 (base 23) |
Magic | 13 (base 10) |
Willpower | 14 (base 10) |
Cunning | 15 (base 12) |
Resources
Life | -162/474 |
Stamina | 2/112 |
Healing Factor | 1.1794416243655 |
Regeneration | 1.4743020304569 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +204.18086021979% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 20.155423598945 |
See Invisible | 20.155423598945 |
Offense: Mainhand
Damage | 66 |
Accuracy | 45 |
Crit Chance | 20% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Arcane | +11% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Blight | +16% |
Lightning | +20% |
Cold | +25% |
All | +11% |
Defense: Base
Armour (hardiness) | 16 (38.536585365854%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 5.669446550417 |
Physical Save | 16 |
Spell Save | 9 |
Mental Save | 21 |
Defense: Resistances
Darkness | + 29%( 70%) |
Light | + 26%( 70%) |
Temporal | + 25%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 31%( 70%) |
Fire | + 26%( 70%) |
All | + 22%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Stun Resistance | 100% |
Blind Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 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: 17 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Effects
talent | Intuitive Shots |
talent | Trained Reactions |
detrimental effect | The target has been staggered, reducing all damage dealt by 25%. Stormstrike |
beneficial effect | Immune to miasma engine effects. Miasma Adaptation |
beneficial effect | Increases defense by 12. Mobile Defense |
beneficial effect | Focusing on defense and mobility, reducing all damage taken by 18%, stamina regeneration by 5.6 and movement speed by 173%. Melee and ranged attacks will break this effect. Escape |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
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 |
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 worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity 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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed ice ant stinger. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed honey tree root. * '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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 28% (based on Cunning) Activation costs 50 power out of 17/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | ![]() Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 24.0 - 33.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +19.0% Capacity: 16 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +3 Dex / +3 Mag / +1 Wil Maximum vim: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Wil Mental save: +6 (+3 eff.) Spellpower: +7 (+4 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 nature Changes resistances: +11% arcane / +3% blight Changes resistances penetration: +5% blight Changes damage: +11% arcane / +6% blight Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness Mental save: +6 (+3 eff.) Spellpower: +3 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +17 lightning / +8 cold When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +9 Changes resistances penetration: +9% lightning / +14% cold / +11% all Movement speed: +32% Longbows are used to shoot arrows at your foes. |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Fatigue: +3% Damage (Melee): 10 fire Changes resistances: +5% fire / +3% temporal Changes damage: +5% fire Blindness immunity: +10% Knockback immunity: +10% Only die when reaching: -80.00 life 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. |
Main armor | ![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 6 mind Changes resistances: +3% darkness Disease immunity: +10% Knockback immunity: +20% Maximum life: +32.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Dex Life regen: +1.00 Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 559% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Floefear the rough leather armour (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +6% lightning / +26% cold Changes resistances penetration: +10% cold Changes damage: +21% mind / +3% cold A suit of armour made of leather. |
![]() Silurin the iron shield (0 def, 2 armour, 20.5 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +2 Fatigue: +8% Changes stats: +2 Str / +2 Dex / +5 Cun Changes resistances: +5% arcane Talent granted: +1 Block Spell save: +12 (+11 eff.) Mental crit. chance: +1% Handheld deflection devices. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning 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 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 10/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 Canuck the Cornac Archer level 14
29th Dusk 122nd year of Ascendancy at 15:38 see stats
By Canuck the Cornac Archer level 10
6th Mirth 122nd year of Ascendancy at 17:09 see stats
By Canuck the Cornac Archer level 12
3rd Summertide 122nd year of Ascendancy at 04:40 see stats
Log
Talent Flare is ready to use.
Mayawyn the polar bear uses Emergency Steam Purge.
Canuck reacts to damage from Mayawyn the polar bear, mitigating the blow!.
Canuck loses sight!
Mayawyn the polar bear hits Canuck for (44 reacted , -5 stam), 131 fire (131 total damage).
Canuck breathes fire!
Canuck hits Something for 20 physical, 8 fire, 50 fire (79 total damage).
Canuck recovers sight.
Canuck stops regenerating health quickly.
Talent Escape is ready to use.
Talent Volley is ready to use.
Steamgun turret's Steamgun Turret misses Canuck.
Mayawyn the polar bear uses Stormstrike.
Canuck repels an attack from Static Shield from Mayawyn the polar bear.
Canuck repels an attack from Mayawyn the polar bear.
Canuck's Intuitive Shots misses Mayawyn the polar bear.
Mayawyn the polar bear hits Canuck for 64 lightning, 7 fire (72 total damage).
Melee retaliation hits Mayawyn the polar bear for 2 blight, 2 mind, 3 nature (7 total damage).
Mayawyn the polar bear deactivates Shockstaff.
Canuck uses Escape.
Canuck enters an evasive stance!.
The static shield around Mayawyn the polar bear crumbles.
Mayawyn the polar bear uses Shattering Shout.
Canuck shrugs off the critical damage!
Canuck reacts to damage from Mayawyn the polar bear, mitigating the blow!.
Saving game...