










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/Buyers bonus! 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! 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:
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 | Necromancer |
Level / Exp | 16 / 82% |
Size | medium |
Lifes / Deaths | Killed by Harkor'Zun at level 16 on the 28th Dusk 122nd year of Ascendancy at 04:27 / 1 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 36 (base 29) |
Magic | 56 (base 40) |
Willpower | 25 (base 17) |
Cunning | 16 (base 11) |
Resources
Life | -405/312 |
Mana | 16/280 |
Soul | 12/17 |
Healing Factor | 1.1979202340232 |
Regeneration | 9.8828419306918 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 4 |
See Invisible | 27 |
Offense: Mainhand
Damage | 21 |
Accuracy | 13 |
Crit Chance | 5% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Temporal | +3% |
Arcane | +15% |
Darkness | +17% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 6 |
Physical Save | 22 |
Spell Save | 24 |
Mental Save | 22 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 23%( 70%) |
Physical | + 20%( 70%) |
Cold | + 31%( 70%) |
All | + 19%( 70%) |
Darkness | + 36%( 70%) |
Temporal | + 28%( 70%) |
Lightning | + 23%( 70%) |
Mind | + 29%( 70%) |
Fire | + 26%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Bleed Resistance | 10% |
Confusion Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 218 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 167.69 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (115 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 have explored the Maze and vanquished the Horned Horror. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 avoidance. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bear paw. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed green worm. | 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 | ![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +6% fire +6% cold Phys.save +3 (+2 eff.) Max.HP +100.00 Disease- +20% Cut- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +3% cold +1% physical Crit.chn- 15.00% Max.HP +40.00 HP.reg +4.00 ---------- 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 | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +5% temporal +3% fire +6% blight A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 9/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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 | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% nature Acc +6 (+6 eff.) ----- def ----- Resists +20% nature Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +1% physical Phys.save +6 (+3 eff.) HP.reg +4.00 Knockbk- +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Spell.crit +9% Crit.mult +47.00% Spell.pwr +16 (+5 eff.) Melee+ 43 fire Dmg.mod +15% arcane +6% acid ---------- misc Infravis +3 See.Invis +27 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +6 Mag +2 Cun +3 Con dps ---------- Melee+ 7 temporal Ranged+ 9 temporal Dmg.mod +3% temporal Melee Ret 4 temporal ----- def ----- Armour +2 Resists +7% temporal ---------- misc Infravis +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. |
Main armor | ![]() 9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +3 (+3 eff.) Fatigue +6% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Mag +1 Wil +3 Cun +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% mind Confus- +22% Amulets make your neck look great! |
Inventory
![]() 4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+6 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +2 Fatigue +3% Resists +6% acid 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. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +11% blight +10% nature +6% mind Mind.save +10 (+5 eff.) A suit of armour made of mail. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 93% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 16 physical damage over 5 turns (1/turn) ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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. |
![]() 3.0 T1 shot ammo [Ego+] Psionic Power 112% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Ranged+ +6 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 94 physical damage Shots are used with slings to pummel your foes to death. |
Achievements
By Dangle the Cornac Necromancer level 10
4th Mirth 122nd year of Ascendancy at 00:25 see stats
By Dangle the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 21:12 see stats
By Dangle the Cornac Necromancer level 10
4th Mirth 122nd year of Ascendancy at 00:27 see stats
By Dangle the Cornac Necromancer level 14
1st Dusk 122nd year of Ascendancy at 00:33 see stats
By Dangle the Cornac Necromancer level 16
19th Dusk 122nd year of Ascendancy at 23:53 see stats
Log
Spikes of Decrepitude hits Fire drake hatchling for 18 cold, 21 darkness (39 total damage).
Spikes of Decrepitude hits Emelygatha the cold drake hatchling for 5 cold, 23 darkness (28 total damage).
Harkor'Zun is free from the dire plague.
Bane of Blindness from Dangle hits Harkor'Zun for 27 darkness damage.
Emelygatha the cold drake hatchling is free from the dire plague.
Emelygatha the cold drake hatchling casts Channel Staff.
Dangle casts Corpselight.
Dangle summons a corpselight!
Harkor'Zun misses Dangle.
Melee retaliation hits Harkor'Zun for 4 temporal damage.
Harkor'Zun hits Dangle for 18 mind, 2 mind, 1 darkness (21 total damage).
Emelygatha the cold drake hatchling's Channel Staff hits Dangle for 15 acid damage.
Harkor'Zun shrugs off the effect 'Spike of Decrepitude'!
Talent Invoke Darkness is ready to use.
Dangle hits Harkor'Zun for 26 cold damage.
Dangle hits Emelygatha the cold drake hatchling for 8 cold damage.
Dangle hits Fire drake hatchling for 31 cold damage.
Erupting Shadows hits Harkor'Zun for 24 darkness damage.
Spikes of Decrepitude hits Harkor'Zun for 21 cold, 25 darkness (46 total damage).
Spikes of Decrepitude hits Fire drake hatchling for 25 cold, 30 darkness (55 total damage).
Spikes of Decrepitude hits Emelygatha the cold drake hatchling for 6 cold, 27 darkness (33 total damage).
Bane of Blindness from Dangle hits Harkor'Zun for 32 darkness damage.
Emelygatha the cold drake hatchling casts Channel Staff.
Dangle casts Invoke Darkness.
Dangle hits Harkor'Zun for 166 darkness damage.
Harkor'Zun casts Earthen Missiles.
Harkor'Zun's Earthen Missiles hits Dangle for 45 physical damage.
Dangle the level 16 cornac necromancer was bludgeoned to death by Harkor'Zun on level 1 of Daikara.