











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! More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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 1.7.4This 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 | Arena |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Summoner |
| Level / Exp | 18 / 91% |
| Size | big |
| Lifes / Deaths | Killed by white crystal at level 18 on the 76th Pyre 122nd year of Ascendancy at 01:25 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 16 (base 11) |
| Constitution | 14 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 45 (base 41) |
| Cunning | 41 (base 41) |
Resources
| Life | -7/358 |
| Equilibrium | 23 |
| Healing Factor | 1.1472895330003 |
| Regeneration | 0.28682238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 30.709119195249 |
| See Invisible | 30.709119195249 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 29 |
| Crit Chance | 12% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 29 |
| Crit Chance | 12% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +3% |
| Darkness | +7% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (35.65183292883%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 26 |
| Mental Save | 30 |
Defense: Resistances
| Darkness | + 10%( 70%) |
| Fire | + 26%( 70%) |
| Blight | + 5%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 18%( 70%) |
| All | + 2%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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: 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
| Wild-gift / Summoning (utility) | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
| Light source | 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. |
| On head | insulating rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% cold A cap made of leather. |
| On hands | umbral hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +5% darkness ----- def ----- Armour +2 Resists +8% darkness 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. |
| Tool | powerful ash wand of shielding [power 176] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
| In main hand | horrifying mossy mindstar (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.0 - 2.2 Nature 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 +2 (+1 eff.) Melee+ 4 mind 3 darkness Dmg.mod +3% mind +2% darkness ---------- 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. |
| Around waist | hardened leather belt of the giants1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Spell.save +9 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | blooming vined mindstar (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Heal.mod +11% Heal/summ +16 ---------- 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. |
| Cloak | thick linen cloak of protection (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold Spell.save +5 (+2 eff.) Mind.save +5 (+3 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 | Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. 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 12.80 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
shielding rune (absorb 98; dur 3; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 98 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
thought-forged steel greatsword of vileness (28-44 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane/Psionic Power 27.5 - 44.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 blight +10 mind On Hit: * 20% chance to reduce all saves and defense by 24 * 14% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
mossy mindstar (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Nature 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 +2 (+1 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. |
earthen ash magestaff of fate (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+6 eff.) Dmg.mod +15% arcane ----- def ----- Armour +2 Hardiness +5% Phys.save +10 (+10 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal A belt that goes around your waist. |
woollen robe of Linaniil (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +7% Spell.pwr +15 (+13 eff.) ----- def ----- Resists +9% all ---------- misc Mana/turn +0.10 Max.mana +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 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. |
spellwoven linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
91 alchemist agate0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
evasive ash wand of lightning storm [power 182] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Simarwe the Thalore Summoner level 10
74th Pyre 122nd year of Ascendancy at 22:06 see stats
Log
Orc archer uses Infusion: Primal.
Orc archer attunes to the wild.
Orc archer shoots!
Orc archer shoots!
War hound hits Brown bear for 79 physical damage.
Orc archer's Shoot hits Simarwe for (15 to ice), 22 physical, (3 to ice), 4 physical (26 total damage).
Orc archer's Shoot hits War hound for 54 physical damage.
Talent Jelly is ready to use.
Black jelly misses Black jelly.
Simarwe hits Iceblock for 42 nature, 5 mind, 9 darkness, 49 nature, 5 mind, 9 darkness (116 total damage).
Red crystal casts Flame Bolt.
White crystal casts Ice Bolt.
Orc archer shoots!
Orc archer shoots!
You collect a new ingredient: bear paw (1).
War hound hits Brown bear for 84 physical damage.
War hound killed Brown bear!
Red crystal's Flame Bolt hits Simarwe for (23 to ice), 35 fire (35 total damage).
Orc archer's Shoot hits Simarwe for (14 to ice), 20 physical, (3 to ice), 4 physical (24 total damage).
Orc archer's Shoot hits War hound for 53 physical damage.
Simarwe is free from the ice.
Simarwe uses Nature's Equilibrium.
Simarwe hits Cave bear for 104 nature, 4 mind, 9 darkness (117 total damage).
Your summoned black jelly disappears.
Cave bear receives 134 healing from Nature's Equilibrium.
Cave bear misses Simarwe.
White crystal's Ice Bolt hits Simarwe for 89 cold damage.
Simarwe the level 18 thalore summoner was cooled to death by a white crystal on level 20 of The Arena.

































































