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! 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.
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:
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! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Halfling |
Class | Archer |
Level / Exp | 8 / 71% |
Size | small |
Lifes / Deaths | Killed by The Shade at level 8 on the 2nd Mirth 122nd year of Ascendancy at 02:23 / 1 |
Primary Stats
Strength | 13 (base 13) |
Dexterity | 37 (base 24) |
Constitution | 23 (base 19) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 26 (base 17) |
Resources
Life | -22/286 |
Stamina | 88/121 |
Healing Factor | 1.2099022211821 |
Regeneration | 0.30247555529553 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 40 |
Accuracy | 35 |
Crit Chance | 7% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Light | +10% |
Physical | +10% |
Mind | +16% |
Lightning | +3% |
Offense: Damage Penetration
Nature | +15% |
Defense: Base
Armour (hardiness) | 4 (49.007671158813%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 21 |
Mental Save | 32 |
Defense: Resistances
Acid | + 18%( 70%) |
Arcane | + 12%( 70%) |
Mind | + 16%( 70%) |
All | + 7%( 70%) |
Lightning | + 24%( 70%) |
Light | + 35%( 70%) |
Temporal | + 28%( 70%) |
Physical | + 16%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Stun Resistance | 20% |
Pinning Resistance | 62% |
Instadeath Resistance | 100% |
Knockback Resistance | 43% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 145 damage for 3 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 magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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
Technique / Archery prowess | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by skeleton warrior. Escort: worried loremaster (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity 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 |
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 Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
On feet | Samoroddahir (0 def, 3 armour) Samoroddahir (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con defense ------ Armor +3 Resistance +6% nature Physical save +11 (+5 eff.) Mind save +11 (+6 eff.) Unlife -20.00 life Stun Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pair of boots made of leather. |
Quiver | quiver of elm arrows (20/20, 14-20 power, 5 apr) quiver of elm arrows (20/20, 14-20 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
Light source | Summertide Phial Summertide Phial1.0 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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | clarifying linen wizard hat of the mountain (+10%) (1 def, 0 armour) clarifying linen wizard hat of the mountain (+10%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun offense ------ Damage +10% physical defense ------ Defense +1 (+0 eff.) Resistance +10% physical Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | elm totem of summon tentacle 'Earirek' [power 100] (22/25 cooldown) elm totem of summon tentacle 'Earirek' [power 100] (22/25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +5% arcane Mind save +3 (+2 eff.) other ------- Equi when Hit +0.12 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 211 Base Damage: 114 Armor: 1 All Resist: 2 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring of tenacity copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +23% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
Around waist | rough leather belt 'Windwilder' rough leather belt 'Windwilder'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% darkness Ignore resists +15% nature When Hit 2 darkness defense ------ Resistance +6% lightning +5% temporal +3% nature +12% acid A belt that goes around your waist. |
In main hand | elm longbow elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
On hands | Gloryvena (0 def, 1 armour) Gloryvena (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 lightning Damage +3% lightning defense ------ Armor +1 Resistance +6% lightning Crit Resistance 5.00% Pinning Resist +20% 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 | spellwoven linen robe of the mind (+10%) (0 def, 0 armour) spellwoven linen robe of the mind (+10%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Spell Crit +2% Spellpower +2 (+2 eff.) Damage +10% mind defense ------ Resistance +10% mind +7% all Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Vorarelaith' (1 def, 0 armour) linen cloak 'Vorarelaith' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Cun +2 Con offense ------ Damage +6% mind defense ------ Defense +1 (+0 eff.) Resistance +6% temporal other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet 'Shockradiance' copper amulet 'Shockradiance'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 2 cold defense ------ Resistance +6% lightning +12% temporal Mind save +12 (+6 eff.) Pinning Resist +20% Knockbk Resist +23% other ------- Max hate +2.00 Amulets make your neck look great! |
Inventory
rough leather sling of acid rough leather sling of acid4.0 Encumbrance T1 sling 1H weapon [Ego] Arcane Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +6 acid While equipped: offense ------ Damage +9% acid Slings are used to hurl stones or metal shots at your foes. |
rough leather belt of transcendence rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Psionic While equipped: offense ------ Mindpower +2 (+2 eff.) defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
Oaktitan the linen robe (0 def, 0 armour) Oaktitan the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Damage +11% darkness +3% nature Ignore resists +5% acid On-Hit (Melee): * 10% chance to slow global speed by 37% defense ------ Resistance +6% nature +6% fire +16% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Voidpain (0 def, 5 armour) Voidpain (0 def, 5 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Cun +4 Wil offense ------ Damage +12% darkness defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 agate0.0 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. |
41 alchemist agate 41 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
evasive ash totem of thorny skin [power 28] (22/20 cooldown) evasive ash totem of thorny skin [power 28] (22/20 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ametrine ametrine0.0 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. |
2 citrine 2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 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
Log
The Shade stops surging mana.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
The Shade casts Manathrust.
The Shade hits Enana for (22 to ice), 34 arcane (34 total damage).
Talent Infusion: Wild is ready to use.
Enana uses Infusion: Wild.
Enana lessens the pain.
Enana points her elm totem of summon tentacle 'Earirek' at a spot nearby, releasing a writhing tentacle!
Enana activates her elm totem of summon tentacle 'Earirek'!
The Shade is pinned to the ground.
Lashing Tentacle hits The Shade for 43 physical damage.
Enana is no longer evading attacks.
Lashing Tentacle hits The Shade for 42 physical damage.
The Shade casts Rune: Shielding.
A shield forms around The Shade.
Talent Infusion: Healing is ready to use.
Your summoned Lashing Tentacle disappears.
The Shade is no longer pinned.
The Shade activates his dark staff!
The Shade hits Enana for (19 to ice), 28 physical (28 total damage).
Enana the level 8 halfling archer was maimed to death by The Shade and left to rot on level 3 of Ruins of Kor'Pul.