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 1.7.4This 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 | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 11 / 74% |
Size | big |
Lifes / Deaths | Killed by The Withering Thing at level 11 on the 1st Dusk 122nd year of Ascendancy at 14:46 / 1 |
Primary Stats
Strength | 19 (base 15) |
Dexterity | 44 (base 32) |
Constitution | 12 (base 10) |
Magic | 11 (base 10) |
Willpower | 15 (base 10) |
Cunning | 46 (base 25) |
Resources
Life | -1/389 |
Stamina | 2/162 |
Healing Factor | 1.0191526171258 |
Regeneration | 1.2739407714072 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 43.413793757177 |
See Invisible | 43.413793757177 |
Offense: Mainhand
Damage | 47 |
Accuracy | 51 |
Crit Chance | 12% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Cold | +6% |
Acid | +9% |
Mind | +6% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 13 (38.594633868923%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 15 |
Mental Save | 20 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 41%( 70%) |
All | + 3%( 70%) |
Lightning | + 25%( 70%) |
Physical | + 5%( 70%) |
Fire | + 19%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 10% |
Poison Resistance | 20% |
Knockback Resistance | 10% |
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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (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 |
Equipment
On feet | Cyrykira the pair of rough leather boots (0 def, 1 armour) Cyrykira the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Cun +1 Con ----- def ----- Armour +1 Resists +5% fire +5% cold ---------- misc Max.stam +20.00 A pair of boots made of leather. |
Quiver | deadly quiver of elm arrows of accuracy (1/12, 22-31 power, 5 apr) deadly quiver of elm arrows of accuracy (1/12, 22-31 power, 5 apr)3.0 T1 arrow ammo [Ego] Master Power 22.5 - 31.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +5 Crit +1.0% Capacity 12 Arrows are used with bows to pierce your foes to death. |
Light source | Emomina the brass lantern Emomina the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +5% arcane +3% lightning Max.HP +105.00 Cut- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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 | Relgyldir the iron helm (4 def, 8 armour) Relgyldir the iron helm (4 def, 8 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% acid +6% mind On Hit (Melee): * 10% chance to reduce armor by 16% ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +5% Resists +3% all Phys.save +6 (+5 eff.) ---------- misc Equi/ret +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | elm totem of summon tentacle 'Urthiblek' [power 95] (25 cooldown) elm totem of summon tentacle 'Urthiblek' [power 95] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +2% physical Max.HP +40.00 Knockbk- +10% Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 101 Armor: 0 All Resist: 1 Puts all charms on 25 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | marksman's copper ring of pilfering marksman's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+4 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. Rings make your fingers look great! |
On fingers | copper agate ring copper agate ring0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +1 Str +6 Dex +1 Mag +1 Wil +6 Cun +1 Con dps ---------- Acc +6 (+2 eff.) ----- def ----- Resists +11% acid +12% fire +11% lightning +10% cold Rings make your fingers look great! |
Around waist | rough leather belt 'Shivergrit' rough leather belt 'Shivergrit'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% cold ----- def ----- Resists +6% blight +9% cold +6% acid Spell.save +6 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | mighty elm longbow of recursion mighty elm longbow of recursion4.0 T1 longbow 2H weapon [Ego+] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 On Hit: 10% Shoot 1 While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Main armor | rough leather armour of cold resistance (3 def, 2 armour) rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% cold A suit of armour made of leather. |
Cloak | Arcriver (1 def, 0 armour) Arcriver (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Acc +4 (+1 eff.) Apr +3 Melee Ret 6 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful copper amulet restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Inventory
Glimmerquench the copper ring Glimmerquench the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 6 light ----- def ----- Resists +6% cold +1% physical Max.HP +22.00 Disarm- +32% Pinning- +23% Knockbk- +21% Rings make your fingers look great! |
earthen elm vilestaff of fate (10-12 power, 2 apr, blight element) earthen elm vilestaff of fate (10-12 power, 2 apr, blight element)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 +4% Spell.pwr +3 (+3 eff.) Dmg.mod +10% blight ----- def ----- Armour +2 Hardiness +2% Phys.save +9 (+6 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gonn the Floewreath Gonn the Floewreath1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Mind.pwr +3 (+1 eff.) Dmg.mod +6% cold Acc +15 (+5 eff.) Apr +1 ----- def ----- Defense +15 (+5 eff.) Phys.save +6 (+5 eff.) A belt that goes around your waist. |
Nimbussting Nimbussting1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +9% lightning +12% darkness ----- def ----- Resists +12% lightning HP.reg +0.90 Heal.mod +10% A belt that goes around your waist. |
Cloudquell (0 def, 0 armour) Cloudquell (0 def, 0 armour)2.0 T1 cloth armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% lightning +10% acid On Hit (Melee): * 20% chance to reduce armor by 16% On Melee Ret: * 4% chance to slow global speed by 43% * 3 arcane resource burn ----- def ----- Resists +6% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour of spell shielding (3 def, 2 armour) prismatic rough leather armour of spell shielding (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% arcane +10% light +11% darkness Spell.save +10 (+7 eff.) A suit of armour made of leather. |
2 agate 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest 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. |
Achievements
By Diego the Cornac Archer level 10
7th Mirth 122nd year of Ascendancy at 06:03 see stats
By Diego the Cornac Archer level 11
1st Flare 122nd year of Ascendancy at 04:52 see stats
Log
Shadow hits Diego for 59 physical damage.
Melee retaliation hits Shadow for 0 lightning damage.
Melee retaliation hits Shadow for 0 lightning damage.
Diego uses Infusion: Healing.
Diego receives 139 healing from Infusion: Healing.
Diego uses Volley.
The Withering Thing is poisoned!
Shadow casts Fade.
Shadow fades!
Diego's Volley hits Shadow for 0 physical damage.
Diego's Volley hits Shadow for 0 physical damage.
Diego's Volley hits Shadow for 0 physical damage.
Diego's Volley hits The Withering Thing for 59 physical damage.
Diego resists the Gesture of Pain.
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow misses Diego.
Shadow hits Diego for 59 physical damage.
Shadow hits Diego for 28 physical damage.
Melee retaliation hits Shadow for 0 lightning damage.
Melee retaliation hits Shadow for 6 lightning damage.
Melee retaliation hits Shadow for 6 lightning damage.
Shadow hits Diego for 28 physical damage.
Deadly Poison from Diego hits The Withering Thing for 15 nature damage.
The Withering Thing hits Diego for 24 mind damage.
The Withering Thing hits Diego for 17 mind damage.
Diego the level 11 cornac archer was psyched to death by The Withering Thing and corrupted into a pile of writhing worms on level 3 of Heart of the Gloom.