





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/Buyers bonus! Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. 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 | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 44 / 14% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 53 (base 53) |
| Dexterity | 53 (base 53) |
| Constitution | 53 (base 53) |
| Magic | 60 (base 60) |
| Willpower | 59 (base 59) |
| Cunning | 39 (base 39) |
Resources
| Life | 28674/57005 |
| Mana | 30924/31215 |
| Healing Factor | 1.29457841929 |
| Regeneration | 0.3236446048225 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +28959.686012523% |
| Spell | 0% |
| Global | +1165.4994682086% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 130.45131992223 |
| See Invisible | 303.19239003372 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 33 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 87% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Lightning | +832% |
Offense: Damage Penetration
| Lightning | +60% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 0 |
| Ranged Defense | 240 |
| Fatigue | 0 |
| Physical Save | -10 |
| Spell Save | -6 |
| Mental Save | -13 |
Defense: Resistances
| All | -28%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 24 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: 33 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 4401.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phantasm | 4201.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 3801.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 10201.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Temporal | 14401.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Spell / Aegis | 1201.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1001.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1001.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thunderstorm |
| talent | Hurricane |
| talent | Tempest |
| talent | Feather Wind |
| talent | Essence of Speed |
| talent | Keen Senses |
| detrimental effect | The target is cursed, reducing defence and all saves by 47. Curse of Defenselessness |
| detrimental effect | The target is cursed, reducing all resistances by 35%. Curse of Vulnerability |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 166.51 fire damage, and talent cooldowns are increased by 123% plus 1 turn. Burning Hex |
| detrimental effect | The target is confused, acting randomly (chance 49%) and unable to perform complex actions. Confused |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You abandoned repented thief, to death. Escort: repented thief (level 6 of Dreadfell) | failed |
You abandoned temporal explorer, to death. Escort: temporal explorer (level 2 of Dreadfell) | failed |
You abandoned temporal explorer, to death. Escort: temporal explorer (level 4 of Dreadfell) | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Equipment
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
| Main armor | linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | elm vilestaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 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: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Inventory
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 266; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 40 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 266 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level.ethereal rune (power 16; resist 16%; move 30%; dur 5; cd 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 48 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 16% all resistance, you move 30% faster, and you are invisible (power 16). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.protective gold amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+0 eff.) Changes stats: +3 Mag Changes resistances cap: +5% all Physical save: +15 (+15 eff.) Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +33.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatmaul 'Tundracutter' (41-61 power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +20 nature / +12 cold Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +12 darkness / +12 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 8 cold Changes resistances: +6% cold Changes resistances penetration: +25% nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.elemental dwarven-steel greatsword (33-53 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 71 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +20% fire Changes damage: +17% fire Massive two-handed swords. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+8 eff.) Spellpower: +20 (+6 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
This item will automatically be transmogrified when you leave the level.earthen ash magestaff of power (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +4% Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +5 (+5 eff.) Spellpower: +16 (+5 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.slimy woollen robe of the mountain (+15%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * 5% chance to slow global speed by 51% * 5 arcane resource burn Changes resistances: +9% all / +15% physical Changes damage: +15% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Quasit's Skull (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+12 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
This item will automatically be transmogrified when you leave the level.Glarerupture (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 6 arcane Changes resistances: +5% arcane / +24% cold / +15% mind / +9% light Changes resistances penetration: +25% arcane / +15% mind Changes damage: +15% mind A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.searing dwarven-steel mail armour of delving (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Damage (Melee): 16 acid / 10 fire Damage when hit (Melee): 11 acid / 13 fire Changes stats: +6 Str Changes resistances: +17% acid / +11% physical / +11% darkness / +12% fire Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Ce'Nidavea the dwarven-steel shield (0 def, 13 armour, 134.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +13 Fatigue: +8% Changes stats: +7 Str / +3 Mag / +3 Cun / +3 Con Talent granted: +1 Block Mana each turn: +0.12 Mana when firing critical spell: +2.00 Spellpower: +30 (+10 eff.) Spell crit. chance: +2% Handheld deflection devices. |
aquamarine0.00 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) 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. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By AM the Cornac Archmage level 10
78th Pyre 122nd year of Ascendancy at 08:02 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By AM the Cornac Archmage level 20
1st Mirth 122nd year of Ascendancy at 08:12 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By AM the Cornac Archmage level 30
10th Flare 122nd year of Ascendancy at 21:39 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By AM the Cornac Archmage level 40
10th Flare 122nd year of Ascendancy at 22:23 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By AM the Cornac Archmage level 6
77th Pyre 122nd year of Ascendancy at 23:30 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By AM the Cornac Archmage level 6
77th Pyre 122nd year of Ascendancy at 23:30 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By AM the Cornac Archmage level 6
77th Pyre 122nd year of Ascendancy at 23:30 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By AM the Cornac Archmage level 6
77th Pyre 122nd year of Ascendancy at 23:30 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By AM the Cornac Archmage level 44
1st Dusk 122nd year of Ascendancy at 03:34 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By AM the Cornac Archmage level 44
1st Dusk 122nd year of Ascendancy at 07:54 see stats
Log
Thunderstorm hits The Master for (407 absorbed), (418 absorbed), 26542 lightning, 20590 lightning (47134 total damage).
Thunderstorm hits Ghoul for (25461 resilience), 48 lightning, (19019 resilience), 48 lightning (97 total damage).
Ghoul shrugs off AM's 'Dazed'!
Thunderstorm killed The Master!
Thunderstorm killed Ghoul!
You pickup 0.60 gold pieces.
AM picks up (a.): regeneration infusion (heal 266; 17 cd).
AM picks up (b.): ethereal rune (power 16; resist 16%; move 30%; dur 5; cd 21).
AM picks up (c.): protective gold amulet of manastreaming.
AM picks up (e.): earthen ash magestaff of power (15-18 power, 3 apr, fire element).
AM picks up (f.): slimy woollen robe of the mountain (+9%) (0 def, 0 armour).
Lore found: slain master
You can read all your collected lore in the game menu, by pressing Escape.
You can feel the power of this staff just by carrying it. This is both ancient and dangerous.
It should be shown to the wise elders in Last Hope!
Accepted quest 'A mysterious staff'! (Press 'j' to see the quest log)
AM picks up (e.): Staff of Absorption.
AM picks up (i.): searing dwarven-steel mail armour of delving (3 def, 8 armour).
AM picks up (h.): Quasit's Skull (0 def, 12 armour).
AM picks up (e.): elemental dwarven-steel greatsword (33-53 power, 2 apr).
Lore found: Staff of Absorption
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Quasit's Skull
You can read all your collected lore in the game menu, by pressing Escape.
AM is freed from the impending doom.
AM speeds up.
The furious lightning storm around AM calms down and disappears.


































































