







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.
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 50 / -1759% |
Size | medium |
Lifes / Deaths | Killed by Salevena the elven warrior at level 50 on the 9th Flare 122nd year of Ascendancy at 10:32 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 63 (base 60) |
Dexterity | 64 (base 60) |
Constitution | 60 (base 60) |
Magic | 60 (base 60) |
Willpower | 60 (base 60) |
Cunning | 63 (base 60) |
Resources
Life | 0/1168 |
Stamina | 101/252 |
Healing Factor | 1.3300507772247 |
Regeneration | 16.746319652575 |
Speed
Mental | +34.099099748458% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 72.838794922916 |
See Invisible | 72.838794922916 |
Offense: Mainhand
Damage | 90 |
Accuracy | 69 |
Crit Chance | 10000016% |
APR | 5 |
Speed | 0.75 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 17% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 5 (73.607947236566%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 52 |
Mental Save | 31 |
Defense: Resistances
Blight | + 53%( 70%) |
Darkness | + 53%( 70%) |
Mind | -86%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 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 | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Reflexes | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Daunting Presence |
talent | Apply Poison |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Aim |
talent | Leeching Poison |
talent | Crippling Poison |
detrimental effect | Madness has stunned the target, reducing damage by 50%, lowering mind resistance by -41%, putting 4 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned by madness |
detrimental effect | Paranoia has gripped the target, causing a 27% chance they will physically attack anyone nearby, friend or foe. Targets of the attack may become paranoid themselves. Paranoid |
detrimental effect | Gg is writhing in agony, suffering from 32 to 158 damage over 5 turns. Agony |
beneficial effect | Increases attack speed by 34%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
detrimental effect | The target is terrified taking 5 mind and darkness damage per turn and increasing all their cooldowns by 42%. Terrified |
detrimental effect | Madness has confused the target, lowering mind resistance by -41% and making it act randomly (50% chance) Confused by madness |
detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 36%. Exhaustion |
detrimental effect | Madness reduces the target's global speed by 30% and lowers mind resistance by 41%. Slowed by madness |
detrimental effect | The target is in a state of growing fear. If they spend 4 more turns within range 8 and in sight of the source of this fear (Salevena the elven warrior), they will take 26 mind and darkness damage and be subjected to a new fear. Heighten Fear |
beneficial effect | You gain 44% resistance against darkness and blight. Resolve |
Quests
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 |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
Equipment
Main armor | ![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
Quiver | ![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 108% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Str / +4 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+4 eff.) Life regen: +3.90 Stamina each turn: +0.90 Psi each turn: +0.25 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. |
In main hand | ![]() Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Longbows are used to shoot arrows at your foes. |
Light source | ![]() 2.00 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. |
Inventory
![]() grounding pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +2 Dex Changes resistances: +11% lightning / +7% temporal It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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
By gg the Cornac Archer level 50
3rd Summertide 122nd year of Ascendancy at 14:48 see stats
By gg the Cornac Archer level 10
9th Mirth 122nd year of Ascendancy at 11:15 see stats
By gg the Cornac Archer level 20
9th Mirth 122nd year of Ascendancy at 11:15 see stats
By gg the Cornac Archer level 30
9th Mirth 122nd year of Ascendancy at 11:15 see stats
By gg the Cornac Archer level 40
9th Mirth 122nd year of Ascendancy at 11:15 see stats
By gg the Cornac Archer level 50
9th Mirth 122nd year of Ascendancy at 11:15 see stats
Log
Gg succumbs to heightening fears!
Gg is stunned by madness!
Gg becomes paranoid!
Gg is no longer haunted
Gg overcomes the madness.
Heighten Fear from Salevena the elven warrior hits gg for 31 mind, 12 darkness (43 total damage).
Terrified from Salevena the elven warrior hits gg for 6 mind, 2 darkness (8 total damage).
Agony from Salevena the elven warrior hits gg for 28 mind damage.
Salevena the elven warrior uses Agony.
Salevena the elven warrior's mind surges with critical power!
Gg uses Tumble.
Resting starts...
Deadly Poison from Gg hits Salevena the elven warrior for 13 nature damage.
Rested for 1 turns (stop reason: taken damage).
Gg is lost in madness!
Gg slows in the grip of madness!
Gg no longer hears the hateful whisper.
Talent Infusion: Healing is ready to use.
Talent Shoot Down is ready to use.
Talent Infusion: Wild is ready to use.
Talent Adrenaline Surge is ready to use.
Agony from Salevena the elven warrior hits gg for 47 mind damage.
Terrified from Salevena the elven warrior hits gg for 5 mind, 2 darkness (7 total damage).
Salevena the elven warrior fails to use Stone.
Gg struggles against the paranoia.
Resting starts...
Deadly Poison from Gg hits Salevena the elven warrior for 13 nature damage.
Rested for 1 turns (stop reason: taken damage).