







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Doombringer |
| Level / Exp | 5 / 64% |
| Size | big |
| Lifes / Deaths | Killed by elven guard at level 5 on the 2nd Mirth 122nd year of Ascendancy at 07:03 / 1 |
Primary Stats
| Strength | 25 (base 27) |
| Dexterity | 11 (base 10) |
| Constitution | 24 (base 14) |
| Magic | 14 (base 12) |
| Willpower | 13 (base 10) |
| Cunning | 12 (base 11) |
Resources
| Life | -37/233 |
| Stamina | 67/120 |
| Vim | 18/116 |
| Healing Factor | 1.1082474226804 |
| Regeneration | 0.2770618556701 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 18 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.6666666666667 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 14.522593642275 (63.098591549296%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 14 |
| Physical Save | 21 |
| Spell Save | 24 |
| Mental Save | 8 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Acid | + 5%( 70%) |
| Blight | + 5%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| 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. |
Class Talents
| Corruption / Torture | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | This unit will not die until it has less than -33 HP. Surge of Power |
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 |
Equipment
| On hands | iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| On feet | Xata the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Effects on melee hit: * Slows global speed by 30% * 10 arcane resource burn Changes resistances: +5% arcane / +3% cold Maximum encumbrance: +20 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
| Around neck | copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
| Main armor | spiked iron mail armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +15% lightning A suit of armour made of mail. |
| Around waist | cleansing rough leather belt of the giantsInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Changes resistances: +5% acid / +5% blight Spell save: +5 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | iron helm of constitution (+2) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| In main hand | Spellcrusher (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+8 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Inventory
sun infusion of the wizard (rad 6; power 28; turns 3; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 28) for 3 turns. Its effects scale with your Magic 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 ability. |
heat beam rune (40 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 7; power 20; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.iron battleaxe of daylight (12.5-18.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 light Damage against: +7% Undead Massive two-handed battleaxes. |
iron greatmaul 'Ravenquake' (17-25.5 power, 1 apr)Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 nature / +10 temporal Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 lightning When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Massive two-handed mauls. |
iron greatsword (16.5-26.4 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.elm starstaff of fate (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+5 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elm starstaff of illumination (10-12 power, 2 apr, light element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+6 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +10% light Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 26.19 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.grounding rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
agate0.00 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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, costing 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 ChestPowered 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), costing 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. |
This item will automatically be transmogrified when you leave the level.supercharged iron torque of thermal psionic shield [power 35] (23 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 35 for 7 turns, putting all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
ametrine0.00 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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Hell has no fury like a demon scorned! (Roguelike)
Escaped the Searing Halls.By Otaku the Shalore Doombringer level 5
78th Pyre 122nd year of Ascendancy at 18:02 see stats
Log
Otaku hits Elven guard for 11 physical, 11 physical (22 total damage).
Elven guard hits Otaku for 11 physical, 13 physical (23 total damage).
Deep Wound from Mean looking elven guard hits Otaku for 11 physical damage.
Otaku misses Elven guard.
Elven guard uses Block.
Otaku's deep wound closes.
Elven guard slows down.
Elven guard is on fire!
Otaku hits Elven guard for (19 blocked), 3 physical, 10 nature, 0 arcane, 2 fire (15 total damage).
Otaku is not stunned anymore.
Talent Draining Assault is ready to use.
Talent Rune: Phase Door is ready to use.
Talent Abduction is ready to use.
Talent Rush is ready to use.
Burning from Otaku hits Elven guard for 1 fire damage.
Otaku casts Draining Assault.
Otaku misses Elven guard.
Elven guard shrugs off the effect 'Burning Shock'!
Otaku steals life from Elven guard!
Elven guard hits Otaku for 9 healing, 5 healing (0 total damage) [13 healing].
Otaku hits Elven guard for 46 physical, 25 nature, 0 arcane, 5 fire (76 total damage).
Elven guard hits Otaku for 22 physical, 6 light (28 total damage).
Otaku hits Elven guard for 11 physical damage.
Burning from Otaku hits Elven guard for 3 fire damage.
Otaku casts Abduction.
Otaku misses Elven guard.
Saving game...








































































