











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
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:
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 | Cornac |
Class | Rogue |
Level / Exp | 12 / 64% |
Size | big |
Lifes / Deaths | Killed by The Dreaming One at level 12 on the 9th Mirth 122nd year of Ascendancy at 22:10 / 1 |
Primary Stats
Strength | 13 (base 11) |
Dexterity | 47 (base 37) |
Constitution | 10 (base 10) |
Magic | 10 (base 10) |
Willpower | 26 (base 10) |
Cunning | 51 (base 27) |
Resources
Life | -76/240 |
Stamina | 163/173 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Stealth | 7 |
See Invisible | 10 |
Offense: Mainhand
Damage | 66 |
Accuracy | 44 |
Crit Chance | 27% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 44 |
Crit Chance | 26% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Acid | +6% |
Fire | +6% |
Nature | +5% |
Offense: Damage Penetration
Acid | +5% |
Cold | +10% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 10 (38.594633868923%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 20 |
Mental Save | 30 |
Defense: Resistances
Darkness | + 13%( 70%) |
Nature | + 22%( 70%) |
Temporal | + 15%( 70%) |
Blight | + 10%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 10%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 20% |
Silence Resistance | 20% |
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 / Duelist | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.50 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
Quests
You failed to protect the lost sun paladin from death by Gunsnake. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +20 (+6 eff.) Armour: +5 Defense: +15 (+5 eff.) Changes stats: +2 Dex Infravision radius: +1 See invisible: +3 A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes resistances: +6% temporal Changes damage: +6% acid Mental save: +5 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +7 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Fatigue: +1% Damage when hit (Melee): 4 nature Changes resistances: +6% nature Changes resistances penetration: +5% physical Reduces incoming crit damage: 5.00% Infravision radius: +2 A cap made of leather. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +3% temporal Disarm immunity: +20% Stun/Freeze immunity: +10% Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Cun Changes resistances: +6% darkness Critical mult.: +5.00% Physical save: +3 (+1 eff.) Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 13% chance to reduce all saves and defense by 23 Damage (Melee): +6 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Sharp, short and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +2 Dex Spell save: +6 (+3 eff.) Silence immunity: +20% Teleport immunity: +10% Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature / +4 physical When wielded/worn: Damage when hit (Melee): 2 physical Changes stats: +2 Str Changes resistances: +3% cold Changes resistances penetration: +10% cold Changes damage: +6% fire Sharp, short and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% Damage when hit (Melee): 2 fire Changes stats: +2 Cun / +2 Dex Changes resistances: +5% arcane / +3% blight Spell save: +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical power: +30 (+9 eff.) Armour: +2 Defense: +3 (+1 eff.) Changes stats: +1 Dex Changes resistances: +7% all Changes resistances penetration: +5% acid Changes damage: +3% physical Physical save: +17 (+8 eff.) Only die when reaching: -20.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() horrifying mossy mindstar of gales (2-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +11 (+4 eff.) Damage (Melee): 3 mind / 4 darkness Changes damage: +5% lightning / +5% physical / +3% darkness / +5% cold / +3% mind Talent granted: +1 Attune Mindstar Pinning immunity: +17% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() vined mindstar of balance (4-5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +0.60 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() cured leather armour of resilience (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Maximum life: +22.00 A suit of armour made of leather. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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: 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. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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
By Ratgirl the Cornac Rogue level 10
2nd Mirth 122nd year of Ascendancy at 10:46 see stats
By Ratgirl the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 00:22 see stats
Log
The Dreaming One hits Ratgirl for 56 mind damage.
The Dreaming One receives 1 healing (1 psi heal).
The Dreaming One regains their energy.
The Dreaming One uses Distortion Bolt.
The Dreaming One converts some damage to Psi!
Bleeding from Ratgirl hits The Dreaming One for (17 blocked), 9 to psi, 12 physical (20 total damage).
Ratgirl feels pain again.
The Dreaming One's Distortion Bolt hits Ratgirl for 75 physical damage.
Ratgirl uses Throwing Knives.
Dozing giant venus flytrap uses Spit Poison.
Dozing giant venus flytrap uses Spit Poison.
The Dreaming One converts some damage to Psi!
Bleeding from Ratgirl hits The Dreaming One for (17 blocked), 9 to psi, 12 physical (20 total damage).
The Dreaming One receives 1 healing (1 psi heal).
The Dreaming One uses Mind Sear.
The Dreaming One converts some damage to Psi!
Bleeding from Ratgirl hits The Dreaming One for 15 to psi, 20 physical (35 total damage).
The Dreaming One hits Ratgirl for 88 mind damage.
The Dreaming One receives 1 healing (1 psi heal).
Ratgirl is no longer distorted.
The Dreaming One stops bleeding.
The Dreaming One uses Distortion Bolt.
The Dreaming One receives 1 healing (1 psi heal).
Talent Infusion: Regeneration is ready to use.
The Dreaming One's Distortion Bolt hits Ratgirl for 75 physical damage.
Ratgirl the level 12 cornac rogue was decapitated to death by The Dreaming One and absorbed into nightmares forever on level 3 of Heart of the Gloom.