







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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 | Male |
Race | Shalore |
Class | Anorithil |
Level / Exp | 9 / 80% |
Size | medium |
Lifes / Deaths | Killed by Beie the thalore at level 9 on the 35th Dusk 122nd year of Ascendancy at 09:08 / 1 |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 13 (base 10) |
Magic | 41 (base 33) |
Willpower | 13 (base 10) |
Cunning | 24 (base 23) |
Resources
Life | -42/191 |
Positive | 54/74 |
Negative | 16/74 |
Healing Factor | 1.1283363011315 |
Regeneration | 0.28208407528288 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 14 |
Accuracy | 7 |
Crit Chance | 10% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Light | +10% |
Acid | +3% |
Arcane | +3% |
Cold | +11% |
Nature | +3% |
Offense: Damage Penetration
Darkness | +10% |
Defense: Base
Armour (hardiness) | 17 (60%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 0 |
Physical Save | 18 |
Spell Save | 25 |
Mental Save | 21 |
Defense: Resistances
Darkness | + 13%( 70%) |
Light | + 35%( 70%) |
Cold | + 37%( 70%) |
Fire | + 18%( 70%) |
Mind | + 10%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Confusion Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
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 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: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +10% darkness defense ------ Armor +1 Fatigue -5% Resistance +3% mind +6% darkness Physical save +5 (+3 eff.) other ------- Encumbrance +22 Hate-on-crit +1.00 A pair of boots made of leather. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +3% arcane defense ------ Armor +1 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 | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +3% acid defense ------ Defense +1 (+1 eff.) Resistance +5% fire +5% cold Crit Resistance 5.00% other ------- Light +2 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% nature +11% cold When Hit 2 nature defense ------ Resistance +22% cold Blind Resist +20% Teleport Resist +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +5 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +10.00% Spellpower +3 (+2 eff.) Damage +10% darkness defense ------ Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+3 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Mind Crit +1% defense ------ Armor +8 Resistance +7% fire +5% cold Spell save +6 (+3 eff.) A belt that goes around your waist. |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +1 Str offense ------ Physical Crit +8.0% Physical Power +5 (+5 eff.) Accuracy +6 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +7 Cun +6 Lck offense ------ Against +17% Summoned defense ------ Resist Against +16% Summoned Stealth +6 other ------- Disarm Traps +6 Infravision +4 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: Stats +3 Cun defense ------ Defense +1 (+1 eff.) Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 9.0 Encumbrance T1 light armor Reqs Str 10 [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Cun +1 Con offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +5 (+5 eff.) defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego++] Nature/Psionic While equipped: Stats +2 Cun defense ------ Armor +8 Defense +11 (+11 eff.) Fatigue +7% Mind save +14 (+7 eff.) Life +42.00 Life Regen +3.50 Healmod +12% A suit of armour made of leather. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Nature When used to Attack: Weapon Damage 16.0 - 19.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-Hit, radius 1 +14 fire While equipped: offense ------ On-Hit 6 fire When Hit 2 fire When Hit: * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +8% Resistance +11% temporal other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 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. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 82.08 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 82.08 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% nature Accuracy +5 (+5 eff.) defense ------ Unlife -40.00 life Life +40.00 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego+] Arcane/Psionic Weapon Damage 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 20 On-Hit, radius 1 +7 fire On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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
By Faas the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 09:41 see stats
By Faas the Shalore Anorithil level 9
2nd Mirth 122nd year of Ascendancy at 19:21 see stats
Log
Faas's light area effect hits Beie the thalore for 21 light damage.
Faas activates his elm totem of stinging!
Beie the thalore is recovering from the damage!
Beie the thalore is poisoned!
Beie the thalore HEALS from nature damage!
Faas hits Beie the thalore for 18 nature, 9 healing (18 total damage) [9 healing].
Beie the thalore HEALS from nature damage!
Insidious Poison from Faas hits Beie the thalore for 18 nature, 5 healing (18 total damage) [5 healing].
Beie the thalore uses Fan of Knives.
Talent Moonlight Ray is ready to use.
Faas's darkness area effect hits Beie the thalore for 18 darkness damage.
Faas's light area effect hits Beie the thalore for 21 light damage.
Faas casts Rune: Shielding.
A shield forms around Faas.
Faas casts Moonlight Ray.
Greater Weapon Focus from Beie the thalore performs a melee critical strike against Faas!
Your shield crumbles under the damage!
The shield around Faas crumbles.
Beie the thalore HEALS from nature damage!
Beie the thalore's Fan of Knives hits Faas for (41 absorbed), 0 physical (0 total damage).
Beie the thalore's Fan of Knives hits Faas for 44 physical damage.
Beie the thalore's Fan of Knives hits Faas for 43 physical damage.
Beie the thalore's Fan of Knives hits Faas for 44 physical damage.
Greater Weapon Focus from Beie the thalore hits Faas for (59 absorbed), 4 physical, 39 physical, 35 physical (79 total damage).
Beie the thalore's Fan of Knives hits Faas for 48 physical damage.
Melee retaliation hits Beie the thalore for 10 light, 8 darkness, 2 nature, 10 light, 8 darkness, 2 nature, 10 light, 8 darkness, 2 nature, 10 light, 8 darkness, 2 nature, 10 light, 8 darkness, 2 nature, 10 light, 8 darkness, 2 nature, 10 light, 8 darkness, 2 nature, 10 light, 8 darkness, 2 nature (168 total damage).
Faas the level 9 shalore anorithil was shattered to death by Beie the thalore on level 1 of Ambush!.
Beie the thalore prepares for the next kill!