
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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Anorithil |
| Level / Exp | 16 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Minotaur of the Labyrinth at level 16 on the 37th Dusk 122nd year of Ascendancy at 14:46 / 2Killed by Minotaur of the Labyrinth at level 16 on the 37th Dusk 122nd year of Ascendancy at 14:58 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 26 (base 10) |
| Constitution | 26 (base 26) |
| Magic | 54 (base 43) |
| Willpower | 11 (base 10) |
| Cunning | 21 (base 18) |
Resources
| Life | -151/373 |
| Positive | 33/95 |
| Negative | 58/95 |
| Healing Factor | 1.2416586254954 |
| Regeneration | 0.31041465637385 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +14.999999999999% |
| Spell | +8.8817841970013E-13% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 4 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 24 |
| Crit Chance | 9% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 22% |
| Speed | 0.99999999999999 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Light | +14% |
| Darkness | +10% |
| Blight | +10% |
| Cold | +22% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 26 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 38%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 14%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 23% |
| Instadeath Resistance | 100% |
| Poison Resistance | 26% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. Its effects scale with your Constitution stat. |
| 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 257 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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. | active |
You failed to protect the injured seer from death by Lisabressra the giant grey rat. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic 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 |
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 |
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 avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. | 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 | Mayalenn (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +1 Changes stats: +3 Dex Changes resistances: +6% lightning / +5% temporal Critical mult.: +5.00% Maximum stamina: +20.00 A pair of boots made of leather. |
| Light source | brass lantern 'Kindlesear'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes damage: +3% light Physical save: +6 (+3 eff.) Light radius: +3 Infravision radius: +3 See invisible: +3 Healing mod.: +11% 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 | Glomita the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +6 Dex / +1 Mag Changes resistances: +18% cold Changes damage: +12% cold Spell save: +3 (+1 eff.) Only die when reaching: -40.00 life Spell crit. chance: +1% Damage Shield penetration: +10% A pointy cloth hat, very wizardly... |
| Tool | Belyrevea the yew wand of shielding [power 260] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances: +3% lightning / +3% acid Critical mult.: +15.00% Physical save: +9 (+5 eff.) Stun/Freeze immunity: +20% It can be used to create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Damage (Melee): 14 light Damage (Ranged): 19 light Changes stats: +4 Dex / +2 Mag Changes damage: +11% light Rings make your fingers look great! |
| On fingers | wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +23% Rings make your fingers look great! |
| Around waist | Radhyntir the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +11 (+5 eff.) Changes resistances: +9% lightning / +3% temporal / +6% light / +5% arcane / +3% nature Stealth bonus: +6 A belt that goes around your waist. |
| In main hand | Kor's Fall (10-12 power, 0 apr, fire element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 84.20 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (168). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | corrosive rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Changes resistances: +5% acid Changes damage: +3% acid 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 | Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+0 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ce'Numira the DayzealInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +3% light / +29% blight / +6% fire / +18% nature / +9% darkness Changes resistances penetration: +10% light Spell save: +3 (+1 eff.) Poison immunity: +26% Disease immunity: +28% Amulets make your neck look great! |
Inventory
Bablek the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical save: +9 (+5 eff.) Silence immunity: +21% Stamina each turn: +1.00 Mana each turn: +0.11 Maximum mana: +20.00 Rings make your fingers look great! |
2 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. |
2 opal0.00 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) 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. |
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 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. |
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. |
powerful iron torque of mindblast [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
citrine0.00 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. |
zircon0.00 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By solarqt the Higher Anorithil level 10
7th Mirth 122nd year of Ascendancy at 13:04 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By solarqt the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 10:16 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By solarqt the Higher Anorithil level 15
29th Dusk 122nd year of Ascendancy at 13:46 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By solarqt the Higher Anorithil level 11
10th Mirth 122nd year of Ascendancy at 23:52 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By solarqt the Higher Anorithil level 16
37th Dusk 122nd year of Ascendancy at 14:47 see stats
Log
Shrouded in Darklight from Solarqt hits Minotaur of the Labyrinth for 8 light, 7 darkness (15 total damage).
Solarqt casts Totality.
Minotaur of the Labyrinth uses Stunning Blow.
Solarqt resists the stunning blow!
Solarqt is stunned!
Minotaur of the Labyrinth hits solarqt for 5 light, 5 darkness, 61 physical, 1 light, 1 darkness, 5 cold, 4 light, 4 darkness, 52 physical, 1 light, 1 darkness, 5 cold (142 total damage).
Melee retaliation hits Minotaur of the Labyrinth for 10 cold, 10 cold (19 total damage).
Shrouded in Darklight from Solarqt hits Minotaur of the Labyrinth for 4 light, 4 darkness (8 total damage).
Solarqt's Firebeam has been disrupted by anti-magic forces!
You cannot currently leave the level.
Solarqt's Healing Light has been disrupted by anti-magic forces!
Minotaur of the Labyrinth uses Stunning Blow.
Solarqt resists the stunning blow!
Minotaur of the Labyrinth hits solarqt for 9 light, 9 darkness, 126 physical, 1 light, 1 darkness, 5 cold (150 total damage).
Melee retaliation hits Minotaur of the Labyrinth for 5 cold damage.
Talent Barrier is ready to use.
Talent Providence is ready to use.
Talent Sun Flare is ready to use.
Talent Corona is ready to use.
Talent Searing Light is ready to use.
Shrouded in Darklight from Solarqt hits Minotaur of the Labyrinth for 5 light, 4 darkness (9 total damage).
Solarqt's Firebeam has been disrupted by anti-magic forces!
Solarqt's Barrier has been disrupted by anti-magic forces!
Minotaur of the Labyrinth uses Sunder Armour.
Minotaur of the Labyrinth hits solarqt for 8 light, 8 darkness, 110 physical (126 total damage).
Melee retaliation hits Minotaur of the Labyrinth for 6 cold damage.
solarqt the level 16 higher anorithil was swiped to death by Minotaur of the Labyrinth and hung on a wall-spike on level 2 of The Maze.


























































