










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 | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Arcane Blade |
Level / Exp | 16 / 73% |
Size | medium |
Lifes / Deaths | Killed by Horned Horror at level 16 on the 49th Dusk 122nd year of Ascendancy at 03:19 / 1 |
Primary Stats
Strength | 42 (base 22) |
Dexterity | 18 (base 10) |
Constitution | 21 (base 17) |
Magic | 62 (base 34) |
Willpower | 23 (base 11) |
Cunning | 42 (base 26) |
Resources
Life | -8/443 |
Mana | 36/315 |
Stamina | 142/198 |
Healing Factor | 1.204804467222 |
Regeneration | 1.0240837971387 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 6 |
See Stealth | 41.051968732286 |
See Invisible | 31.051968732286 |
Offense: Mainhand
Damage | 71 |
Accuracy | 37 |
Crit Chance | 15% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Lightning | +34% |
Darkness | +10% |
Cold | +25% |
Blight | +5% |
Acid | +15% |
Fire | +14% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Mind | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 34.413408721348 (65.897138898113%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 19 |
Physical Save | 26 |
Spell Save | 35 |
Mental Save | 26 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 7%( 70%) |
Cold | + 30%( 70%) |
All | 0%( 70%) |
Lightning | + 10%( 70%) |
Physical | + 3%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 26%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
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. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 242.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
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 (3 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Air | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)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. 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bloated horror heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 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 [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 15/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 37.27 to 111.82 lightning damage (74.55 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 175.56 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 | ![]() 0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Str dps ---------- Dmg.mod +15% acid ----- def ----- Armour +12 Resists +30% acid Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Acc +5 (+2 eff.) Apr +2 ----- def ----- Armour +2 Resists +3% blight +3% physical HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
In main hand | ![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +4 lightning +8 mind While equipped: Stats +5 Mag dps ---------- Res.pen +10% mind Massive two-handed swords. |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +20 (+7 eff.) Melee+ 10 fire Dmg.mod +5% fire ----- def ----- Armour +4 Resists +3% darkness +6% fire ---------- misc Max.stam +20.00 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 | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Dmg.mod +12% lightning +3% fire +3% nature Res.pen +5% lightning +10% nature ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +20% fire A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.04 Max.mana +60.00 Max.vim +10.00 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 T2 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +7 (+3 eff.) Dmg.mod +5% blight +6% fire ----- def ----- Phys.save +11 (+6 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Amulets make your neck look great! |
Inventory
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Master Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Acc +9 (+3 eff.) ----- def ----- Defense +10 (+10 eff.) Disarm- +31% Massive two-handed battleaxes. |
![]() 2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Spell.pwr +2 (+1 eff.) Mind.pwr +2 (+1 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +1 Wil +1 Cun dps ---------- Dmg.mod +5% arcane +12% mind ----- 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. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+11 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Melee Ret 2 physical ----- def ----- Armour +7 Fatigue +22% Resists +16% cold Die.at -40.00 life ---------- misc Max.stam +30.00 A suit of armour made of metal plates. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun dps ---------- Mind.crit +3% Crit.mult +5.00% Dmg.mod +10% fire +26% mind +6% cold Acc +6 (+2 eff.) ----- def ----- Mind.save +12 (+6 eff.) ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 172 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By AAAAAAAAAAAA the Higher Arcane Blade level 10
10th Mirth 122nd year of Ascendancy at 21:24 see stats
Log
AAAAAAAAAAAA hits Horned Horror for (14 flat reduction), 0 lightning (0 total damage).
Thunderstorm hits Horned Horror for (22 flat reduction), 6 lightning (6 total damage).
AAAAAAAAAAAA hits Horned Horror for (14 flat reduction), 0 lightning (0 total damage).
Horned Horror uses Tentacle Grab.
AAAAAAAAAAAA is being strangled.
AAAAAAAAAAAA slows down.
Talent Chain Lightning is ready to use.
Thunderstorm hits Horned Horror for (19 flat reduction), 0 lightning (0 total damage).
Strangle Hold from Horned Horror hits AAAAAAAAAAAA for 15 nature damage.
AAAAAAAAAAAA hits Horned Horror for (14 flat reduction), 0 lightning (0 total damage).
AAAAAAAAAAAA uses Dirty Fighting.
AAAAAAAAAAAA is silenced and cannot use Flame.
Horned Horror throws a finishing uppercut.
AAAAAAAAAAAA resists the stun!
Horned Horror hits AAAAAAAAAAAA for 148 physical, 21 lightning (168 total damage).
AAAAAAAAAAAA hits Horned Horror for (22 flat reduction), 34 physical, (22 flat reduction), 2 fire, (6 flat reduction), 0 lightning (36 total damage).
AAAAAAAAAAAA stops regenerating health quickly.
AAAAAAAAAAAA's spell attains critical power!
Talent Arcane Reconstruction is ready to use.
Thunderstorm hits Horned Horror for (22 flat reduction), 20 lightning (20 total damage).
Strangle Hold from Horned Horror hits AAAAAAAAAAAA for 15 nature damage.
AAAAAAAAAAAA hits Horned Horror for (14 flat reduction), 0 lightning (0 total damage).
Horned Horror throws two quick punches.
Horned Horror hits AAAAAAAAAAAA for 79 physical damage.
AAAAAAAAAAAA the level 16 higher arcane blade was impaled to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
The furious lightning storm around AAAAAAAAAAAA calms down and disappears.