











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 | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Writhing One |
| Level / Exp | 19 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Isussra the fiery orc wyrmic at level 19 on the 1st Haze 122nd year of Ascendancy at 23:11 / 1 |
Primary Stats
| Strength | 53 (base 36) |
| Dexterity | 16 (base 10) |
| Constitution | 45 (base 27) |
| Magic | 46 (base 36) |
| Willpower | 32 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | 0/659 |
| Insanity | 13/100 |
| Healing Factor | 1.5511689881046 |
| Regeneration | 5.0412992113401 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 21.855343200023 |
| See Invisible | 24.855343200023 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 35 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +3% |
| Light | +19% |
| Nature | +8% |
| Cold | +13% |
| Physical | +18% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +9% |
| Light | +5% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 36.551211628464 (73.607947236566%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 28 |
| Physical Save | 40 |
| Spell Save | 36 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Light | + 51%( 70%) |
| Physical | + 7%( 70%) |
| Arcane | + 23%( 70%) |
| Nature | + 15%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Constitution stat. |
| 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Slow death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 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. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by multi-hued crystal. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Shax 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed warg claw. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Shinewild (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +9% light +3% cold Res.pen +5% light ----- def ----- Armour +4 Fatigue -2% Resists +6% light Phys.save +7 (+3 eff.) ---------- misc Max.enc +29 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +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. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | gladiator's copper ring of misery0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +1 Cun +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 7 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 17 On Hit (Ranged): * 11% chance to reduce all saves and defense by 17 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around waist | noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. |
| In main hand | Cyruwe (27-38 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 66 cold damage (1/turn) On Crit: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 While equipped: Stats +3 Dex +2 Con dps ---------- Phys.pwr +13 (+4 eff.) Dmg.mod +10% cold Res.pen +9% physical +8% cold ----- def ----- Resists +1% physical Disarm- +15% One-handed war axes. |
| On hands | Sundash (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Str +4 Wil +2 Con dps ---------- Mind.crit +1% Dmg.mod +3% fire ----- def ----- Armour +6 Mind.save +10 (+5 eff.) Max.HP +43.00 ---------- misc Max.psi +20.00 See.Invis +3 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. |
| Main armor | impenetrable iron plate armour of resilience (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +12 Fatigue +22% Max.HP +23.00 A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Elorewen' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Defense +2 (+2 eff.) Resists +5% arcane ---------- misc Equi/ret +0.04 Psi/ret +0.24 Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glimmerdare0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Mag +2 Wil +1 Cun +4 Con ----- def ----- Resists +12% light +12% acid Amulets make your neck look great! |
Inventory
Infernobreacher the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +5% fire ----- def ----- Resists +9% nature +3% fire +3% light +6% darkness Spell.save +6 (+3 eff.) Pinning- +10% Amulets make your neck look great! |
Aryba the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +12% fire Phys.save +6 (+2 eff.) ---------- misc Stam/turn +3.00 Skullcracker: Puts all charms on 17 cooldown Level 3.6 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 337.6 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By Ergrbaban the Higher Writhing One level 18
79th Dusk 122nd year of Ascendancy at 00:54 see stats
Level 10 (Roguelike)
Got a character to level 10.By Ergrbaban the Higher Writhing One level 10
5th Mirth 122nd year of Ascendancy at 14:13 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Ergrbaban the Higher Writhing One level 18
79th Dusk 122nd year of Ascendancy at 03:13 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Ergrbaban the Higher Writhing One level 10
8th Mirth 122nd year of Ascendancy at 16:36 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ergrbaban the Higher Writhing One level 14
51st Dusk 122nd year of Ascendancy at 03:30 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Ergrbaban the Higher Writhing One level 10
7th Mirth 122nd year of Ascendancy at 08:06 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Ergrbaban the Higher Writhing One level 14
50th Dusk 122nd year of Ascendancy at 13:14 see stats
Log
Your summoned decaying devourer disappears.
Your summoned decaying devourer disappears.
Your summoned decaying devourer disappears.
Rested for 3 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: taken damage).
Ergrbaban starts to bleed.
Isussra the fiery orc wyrmic's Strafe hits Ergrbaban for 103 physical damage.
Isussra the fiery orc wyrmic's Strafe hits Ergrbaban for 100 physical damage.
Bleeding from Isussra the fiery orc wyrmic hits Ergrbaban for 24 physical damage.
Ergrbaban casts Lash Out.
Isussra the fiery orc wyrmic's is vulnerable to attacks and effects!
Isussra the fiery orc wyrmic starts to bleed.
Ergrbaban hits Orc soldier for 15 light, 168 darkness, 8 physical, 15 light (207 total damage).
Ergrbaban hits Isussra the fiery orc wyrmic for (21 flat reduction), 106 darkness, (6 flat reduction), 0 physical, (18 flat reduction), 0 light, (18 flat reduction), 0 light (106 total damage).
Melee retaliation hits Ergrbaban for 2 mind damage.
Bleeding from Ergrbaban hits Isussra the fiery orc wyrmic for (21 flat reduction), 8 physical (8 total damage).
Deep Wound from Decaying devourer hits Isussra the fiery orc wyrmic for (1 flat reduction), 0 physical (0 total damage).
Isussra the fiery orc wyrmic strafes with his steamguns!
Isussra the fiery orc wyrmic's Strafe hits Ergrbaban for 89 physical damage.
Isussra the fiery orc wyrmic's Strafe hits Ergrbaban for 90 physical damage.
Talent Born into Magic is ready to use.
Bleeding from Isussra the fiery orc wyrmic hits Ergrbaban for 63 physical damage.
Ergrbaban uses Infusion: Regeneration.
Ergrbaban starts regenerating health quickly.
Isussra the fiery orc wyrmic's Strafe hits Ergrbaban for 97 physical damage.
Isussra the fiery orc wyrmic's Strafe hits Ergrbaban for 102 physical damage.
Ergrbaban the level 19 higher writhing one was struck to death by Isussra the fiery orc wyrmic on level 4 of Miroddamnir.




































































