
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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! 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! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Doombringer |
Level / Exp | 9 / 88% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nytha the dire wolf at level 9 on the 6th Mirth 122nd year of Ascendancy at 12:34 / 1 |
Primary Stats
Strength | 26 (base 25) |
Dexterity | 11 (base 10) |
Constitution | 18 (base 18) |
Magic | 30 (base 22) |
Willpower | 13 (base 10) |
Cunning | 14 (base 11) |
Resources
Life | -10/291 |
Stamina | 81/132 |
Vim | 23/132 |
Healing Factor | 1.0711363549267 |
Regeneration | 0.26778408873168 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 42 |
Accuracy | 39 |
Crit Chance | 2% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Nature | +4% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Defense: Base
Armour (hardiness) | 10.522593642275 (62.32946707186%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 13 |
Physical Save | 15 |
Spell Save | 20 |
Mental Save | 9 |
Defense: Resistances
Acid | + 3%( 70%) |
Light | + 13%( 70%) |
Nature | + 6%( 70%) |
Darkness | + 17%( 70%) |
Lightning | + 16%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 28% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 122 life over 5 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 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: 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
Corruption / Torture | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)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. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% cold Melee Ret 6 acid ----- def ----- Defense +6 (+5 eff.) Resists +3% acid +6% cold Rings make your fingers look great! |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% lightning +10% light +11% darkness A suit of armour made of mail. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +4% nature Res.pen +5% light ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% darkness +3% light 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. |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 76.34 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 76.34 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() 5.0 T1 greatmaul 2H weapon [Ego] Master Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+5 eff.) Disarm- +28% Massive two-handed mauls. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 3 light, 4 blight, 4 cold, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 (+1 eff.) Dmg.mod +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane 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 +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 15.0 - 22.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 17.0 - 25.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Phys.crit +1.0% Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T1 shot ammo [Ego] Arcane/Master Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 19 Rld cld 5 Shots are used with slings to pummel your foes to death. |
![]() 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. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Disrupt While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +11% nature +10% blight A suit of armour made of metal plates. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Cun ----- def ----- Armour +13 Fatigue +22% Resists +6% cold +3% temporal Silence- +20% A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Melee+ 6 mind Dmg.mod +4% arcane +4% mind ----- def ----- Armour +1 Resists +6% mind 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. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning 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. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Ennbe the Higher Doombringer level 5
76th Pyre 122nd year of Ascendancy at 00:19 see stats
By Ennbe the Higher Doombringer level 8
3rd Mirth 122nd year of Ascendancy at 20:23 see stats
Log
Ennbe hits Ce'Nytha the dire wolf for 18 physical, 2 nature, 4 fire, 22 physical, 2 nature, 4 fire, 1 cold, 0 nature, 0 physical, 1 cold (54 total damage).
Talent Fiery Grasp is ready to use.
Talent Dig is ready to use.
Talent Fiery Aegis is ready to use.
Ce'Nytha the dire wolf uses Kinetic Strike.
Ennbe resists the pin!
Ce'Nytha the dire wolf damages himself through Martyrdom!
Melee retaliation hits Iceblock for 3 acid damage.
Ennbe hits Iceblock for 1 physical, 1 nature, 1 physical, 1 physical, 9 fire (10 total damage).
Ce'Nytha the dire wolf hits Ennbe for (17 to ice), 26 physical, (1 to ice), 2 nature, (2 to ice), 3 physical, (14 to ice), 20 physical (52 total damage).
Ce'Nytha the dire wolf damages himself through Martyrdom!
Ce'Nytha the dire wolf's Beyond the Flesh hits Ennbe for (7 to ice), 10 physical, (2 to ice), 3 physical (14 total damage).
Melee retaliation hits Iceblock for 3 acid damage.
Burning from Ennbe hits Iceblock for 5 fire damage.
Ennbe hits Iceblock for 1 physical, 1 physical (0 total damage).
Ennbe uses Infusion: Wild.
Ennbe is not stunned anymore.
Ennbe is cured!
Ennbe lessens the pain.
Ennbe uses Infusion: Regeneration.
Ennbe starts regenerating health quickly.
Ce'Nytha the dire wolf uses Charged Strike.
Ennbe is free from the ice.
Ce'Nytha the dire wolf damages himself through Martyrdom!
Melee retaliation hits Iceblock for 6 acid damage.
Ennbe hits Ce'Nytha the dire wolf for 18 fire damage.
Ennbe hits Iceblock for 1 lightning, 1 nature, 1 physical, 1 lightning (2 total damage).
Ce'Nytha the dire wolf hits Ennbe for (9 to ice), 14 lightning, (1 to ice), 2 nature, (2 to ice), 3 physical, (10 to ice), 15 lightning (33 total damage).
Ennbe the level 9 higher doombringer was volted to death by Ce'Nytha the dire wolf on level 3 of Trollmire.