










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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Male |
| Race | Drem |
| Class | Sun Paladin |
| Level / Exp | 8 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 8 on the 30th Voratun 122nd year of Ascendancy at 07:52 / 1 |
Primary Stats
| Strength | 32 (base 29) |
| Dexterity | 13 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 39 (base 24) |
| Willpower | 11 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -22/337 |
| Positive | 31/71 |
| Stamina | 106/124 |
| Healing Factor | 1.1372895330003 |
| Regeneration | 0.28432238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 27 |
| Crit Chance | 4% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +3% |
| Acid | +4% |
| Mind | +6% |
| Fire | +3% |
| Nature | +9% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 9 |
| Physical Save | 24 |
| Spell Save | 21 |
| Mental Save | 11 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 21%( 70%) |
| All | 0%( 70%) |
| Lightning | + 5%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 15%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Magic by +5. | 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 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
Equipment
| On feet | Xaneth the Phoenixshaper (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +5% lightning +6% temporal +9% cold +9% fire Max.HP +60.00 A pair of boots made of leather. |
| On hands | Heatbraid the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +4% acid +3% fire +3% mind Res.pen +5% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 9 ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +9% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Venomqueller (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% lightning +9% nature Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 34% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of psionic shield 'Daybreacher' [power 23] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +3% light Res.pen +5% light Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+4 eff.) Rings make your fingers look great! |
| On fingers | wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Hanithel1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+3 eff.) ----- def ----- Resists +12% acid +6% light +5% arcane Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 26/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 34.79 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
| In main hand | arcing iron greatmaul of massacre (26-39 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 26.0 - 39.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 49 damage Massive two-handed mauls. |
| Cloak | Bloomwasp the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10% chance to slow global speed by 34% ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +12% cold Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +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
movement infusion of the wizard (speed 544%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 544% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
iron greatsword (14-23 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 14.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
fungal elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +2 Con ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 68 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
iron mace (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
gifted mossy mindstar (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+5 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
Ce'Naba the Helltide4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +4 fire While equipped: dps ---------- Phys.crit +2.0% Crit.mult +10.00% Dmg.mod +3% arcane +3% fire Res.pen +20% blight +5% fire Acc +5 (+3 eff.) ----- def ----- Spell.save +3 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
elm vilestaff (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
traveler's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+6 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
spellwoven linen wizard hat of blight (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+2 eff.) Dmg.mod +10% blight ----- def ----- Defense +1 (+1 eff.) Resists +10% blight ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
iron shield (0 def, 2 armour, 9-11 power, 24 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
2 agate0.0 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 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 Chest2.0 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. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Ellim casts Path of the Sun.
Ellim's spell attains critical power!
Gunsnake shoots!
Ellim's sun path area effect hits Gunsnake for (12 flat reduction), 19 light (19 total damage).
Gunsnake's Shoot hits Ellim for 27 physical damage.
Gunsnake's Shoot hits Ellim for 28 physical damage.
Gunsnake shoots!
Ellim casts Healing Light.
Ellim receives 137 healing.
Ellim's sun path area effect hits Gunsnake for (12 flat reduction), 19 light (19 total damage).
Gunsnake's Shoot performs a ranged critical strike against Ellim!
Gunsnake's Shoot hits Ellim for 29 physical damage.
Gunsnake's Shoot hits Ellim for 42 physical damage.
Gunsnake shoots!
Gunsnake is less focused.
Gunsnake's Shoot performs a ranged critical strike against Ellim!
Gunsnake's Shoot hits Ellim for 44 physical damage.
Ellim uses Stunning Blow.
Ellim misses Gunsnake.
Evasive Shots fires a retaliatory shot at Ellim!
Ellim misses Gunsnake.
Gunsnake's Evasive Shots hits Ellim for 39 physical damage.
Gunsnake's Evasive Shots hits Ellim for 34 physical damage.
Ellim's sun path area effect hits Gunsnake for (12 flat reduction), 19 light (19 total damage).
Gunsnake shoots!
Gunsnake's Shoot hits Ellim for 29 physical damage.
Ellim the level 8 drem sun paladin was disembowelled to death by Gunsnake on level 2 of Trollmire.









































































