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! 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:
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 | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Doomed |
Level / Exp | 10 / 5% |
Size | medium |
Lifes / Deaths | Killed by Barulda the thalore at level 10 on the 7th Mirth 122nd year of Ascendancy at 06:11 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 21 (base 21) |
Magic | 12 (base 10) |
Willpower | 29 (base 28) |
Cunning | 42 (base 20) |
Resources
Life | -20/246 |
Hate | 90/100 |
Healing Factor | 0.99615473196237 |
Regeneration | 1.245193414953 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 10 |
Offense: Mainhand
Damage | 9 |
Accuracy | 27 |
Crit Chance | 12% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 9 |
Accuracy | 27 |
Crit Chance | 12% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Nature | +8% |
Cold | +22% |
All | 0% |
Offense: Damage Penetration
Cold | +8% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 0 |
Physical Save | 12 |
Spell Save | 20 |
Mental Save | 25 |
Defense: Resistances
Fire | + 13%( 70%) |
Temporal | + 10%( 70%) |
Blight | + 10%( 70%) |
Physical | + 7%( 70%) |
Cold | + 43%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
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
Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)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
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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 | Toxinbraze (Nightmares) (1 def, 0 armour) Toxinbraze (Nightmares) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Wil Changes resistances: +18% cold Changes damage: +6% nature / +12% cold Critical mult.: +5.00% Mental save: +3 (+1 eff.) Psi when hit: +0.12 Curse of Nightmares A pointy cloth hat, very wizardly... |
Tool | Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 2/9) : Effective talent level: 2.0 Power cost: 9 out of 2/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 103.98 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | mule's copper ring of perseverance (Misfortune) mule's copper ring of perseverance (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Stun/Freeze immunity: +20% Life regen: +1.00 Curse of Misfortune Rings make your fingers look great! |
Around waist | insulating rough leather belt of shielding (Shrouds) insulating rough leather belt of shielding (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +6% fire / +6% cold Curse of Shrouds It can be used to create a temporary shield that absorbs 179 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
In main hand | nature's mossy mindstar of balance (Madness) (75% power, 12 apr, mind damage) nature's mossy mindstar of balance (Madness) (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +2% nature Talent granted: +1 Attune Mindstar Physical save: +2 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Disease immunity: +10% Equilibrium when hit: +0.50 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Madness 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. |
On hands | Icebrand the rough leather gloves (Madness) (0 def, 1 armour) Icebrand the rough leather gloves (Madness) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Damage when hit (Melee): 2 cold Changes stats: +3 Dex Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +25 (+11 eff.) Damage Shield penetration: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | Arana the mossy mindstar (Nightmares) (75% power, 12 apr, mind damage) Arana the mossy mindstar (Nightmares) (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% temporal Changes resistances penetration: +15% temporal Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Spell save: +3 (+1 eff.) Spell crit. chance: +1% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares 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 | linen cloak of the Shaloren (Madness) (1 def, 0 armour) linen cloak of the Shaloren (Madness) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Wil Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Silk Current (Misfortune) (12 def, 0 armour) Silk Current (Misfortune) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+8 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). Curse of Misfortune This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
mossy mindstar (Madness) (72% power, 12 apr, nature damage) mossy mindstar (Madness) (72% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Madness 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. |
mossy mindstar (Shrouds) (77% power, 12 apr, mind damage) mossy mindstar (Shrouds) (77% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Shrouds 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. |
Airwreck (Misfortune) Airwreck (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Cun / +3 Wil Changes resistances: +5% arcane / +3% blight Damage against: +15% Summoned Reduced damage from: +17% Summoned Cut immunity: +20% Silence immunity: +20% Curse of Misfortune A belt that goes around your waist. |
linen robe (Nightmares) (0 def, 0 armour) linen robe (Nightmares) (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cinder rough leather gloves (Madness) (0 def, 1 armour) cinder rough leather gloves (Madness) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Changes resistances: +5% fire Changes damage: +3% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (0/1) Rod of Recall (0/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 64/400. 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Arldar the Cornac Doomed level 10
4th Mirth 122nd year of Ascendancy at 14:57 see stats
Log
Barulda the thalore hits Shadow for 0 light damage.
Barulda the thalore hits Shadow for 0 light damage.
Barulda the thalore hits Arldar for (29 deflected), 29 light (29 total damage).
Shadow casts Blindside.
Melee retaliation hits Shadow for 0 darkness damage.
Shadow hits Barulda the thalore for (60 absorbed), 0 physical (0 total damage).
You have deflected 24 incoming damage!
Shadow casts Fade.
Shadow fades!
Barulda the thalore's light area effect hits Shadow for 106 light damage.
Barulda the thalore's light area effect hits Arldar for (24 deflected), 25 light (25 total damage).
Barulda the thalore's light area effect hits Shadow for 0 light damage.
Barulda the thalore's light area effect killed Shadow!
Hymn of Detection hits Shadow for 0 darkness damage.
Burning from Arldar hits Barulda the thalore for (13 absorbed), 1 fire (1 total damage).
Space around you starts to dissolve...
Barulda the thalore casts Moonlight Ray.
You have deflected 18 incoming damage!
Barulda the thalore hits Shadow for 0 darkness damage.
Barulda the thalore hits Arldar for (18 deflected), 150 darkness (150 total damage).
Shadow casts Shadow Flames.
Melee retaliation hits Shadow for 0 darkness damage.
Shadow hits Barulda the thalore for (28 absorbed), 0 physical (0 total damage).
Shadow hits Barulda the thalore for (83 absorbed), 0 fire (0 total damage).
You have deflected 3 incoming damage!
Barulda the thalore's light area effect hits Shadow for 106 light damage.
Barulda the thalore's light area effect hits Arldar for (3 deflected), 46 light (46 total damage).
Arldar the level 10 cornac doomed was jerkied to death by Barulda the thalore on level 1 of Ambush!.
Space restabilizes around you.