









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!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.
Embers of Rage 1.7.4Official Expansion!Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 12 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 12 on the 42nd Dusk 122nd year of Ascendancy at 23:25 / 1 |
Primary Stats
| Strength | 15.946485417338 (base 34) |
| Dexterity | 13 (base 10) |
| Constitution | 3.6745577766276 (base 10) |
| Magic | 38 (base 31) |
| Willpower | 13 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -4/381 |
| Mana | 61/61 |
| Stamina | 150/150 |
| Positive | 50/53 |
| Healing Factor | 0.9289050773407 |
| Regeneration | 5.8149629430389 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 22 |
| Crit Chance | 19% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +21% |
| Light | +6% |
| Nature | +3% |
| Cold | +3% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Acid | +5% |
| Light | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 14 (60%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 2 |
| Physical Save | 12 |
| Spell Save | 27 |
| Mental Save | 8 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 39%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 68%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 36%( 70%) |
| Physical | + 26%( 70%) |
| Darkness | + 25%( 70%) |
| Fire | + 32%( 70%) |
| Mind | + 32%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Poison Resistance | 10% |
| Knockback Resistance | 26% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 466% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Premonition |
| talent | Weapon of Light |
| talent | Chant of Resistance |
| beneficial effect | The target is out of phase with reality, increasing defense by 18, resist all by 18%, and reducing the duration of detrimental timed effects by 18%. Out of PhaseThese effects cap at 40%. |
| detrimental effect | The target is infected by a disease, reducing its strength by 19 and doing 32.04 blight damage per turn. Weakness Disease |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target has 4 increased life regeneration. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 12 and doing 44.64 blight damage per turn. Rotting Disease |
| beneficial effect | Reduces blight damage received by 14%. Premonition Shield |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed chunk of ghoul flesh. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * '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.' | 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 | Snownaught the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Melee Ret 6 cold ----- def ----- Armour +1 Resists +6% lightning +5% temporal +5% arcane +9% cold Poison- +10% Cut- +10% A pair of boots made of leather. |
| Light source | Islysebeth the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +20 (+10 eff.) ----- def ----- Resists +3% light +5% arcane Max.HP +40.00 ---------- misc Equi/ret +0.04 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 | Sunmonster the rough leather cap (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Mag dps ---------- Dmg.mod +3% fire ----- def ----- Armour +5 Fatigue +1% Resists +9% mind A cap made of leather. |
| Tool | iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +6 (+6 eff.) Rings make your fingers look great! |
| On fingers | marksman's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% lightning Acc +4 (+2 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
| Around waist | Salulralle the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- S.pwr/crit +8 Melee Ret 6 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Max.HP +31.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +1.00 A belt that goes around your waist. |
| In main hand | Flashfoe the steel battleaxe (143% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Random Unique] Arcane/Master/Psionic Power 144% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +9 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% light +10% blight Massive two-handed battleaxes. |
| On hands | Breezeire the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature +3% light Res.pen +10% nature ----- def ----- Armour +1 Fatigue +1% Resists +6% light HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +10.00 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. |
| Main armor | Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Mag +3 Con dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
| Cloak | linen cloak 'Poretha' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% acid ----- def ----- Defense +1 (+1 eff.) Resists +1% physical Crit.chn- 5.00% Max.HP +71.00 Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing steel amulet of mastery (0.13 Celestial / Crusader)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +26% ---------- misc Masteries +0.13 Celestial/Crusader Amulets make your neck look great! |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Adodarin (113% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Nature Power 113% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +15 (+7 eff.) Melee Ret 2 physical ----- def ----- Crit.chn- 15.00% Max.HP +20.00 Massive two-handed battleaxes. |
horrifying vined mindstar of balance (83% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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.) Melee+ 3 mind 4 darkness Dmg.mod +2% mind +3% darkness ----- def ----- Phys.save +4 (+4 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+3 eff.) ---------- misc Equi/ret +0.70 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. |
Fogstone the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Str dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +3% darkness +2% physical Phys.save +6 (+6 eff.) A belt that goes around your waist. |
Armebers the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +3% acid +3% temporal Res.pen +5% arcane ----- def ----- Armour +1 Resists +12% acid Stealth +5 Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
Zubyrinn (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Melee Ret 6 mind ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+6 eff.) ---------- misc Max.enc +20 Equi/ret +0.20 A pair of boots made of leather. |
Polewen the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Mag +2 Wil +5 Con dps ---------- Res.pen +5% acid ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +1 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26.7 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal +6% cold ---------- misc Breathe water A cap made of leather. |
4 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. |
Frozenblast the iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% acid +3% cold Res.pen +5% cold ----- def ----- Fatigue -4% Resists +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature 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. |
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 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. |
5 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sun Shalordin the Shalore Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 17:27 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Sun Shalordin the Shalore Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 05:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sun Shalordin the Shalore Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 12:17 see stats
Log
Your premonition allows you to raise a shield just in time!
Sun Shalordin is afflicted by a weakness disease!
Elven cultist's Soul Rot hits Sun Shalordin for 150 blight damage.
Weakness Disease from Elven cultist hits Sun Shalordin for 34 blight damage.
LIFE LOST WARNING!
Sun Shalordin casts Rune: Shielding.
A shield forms around Sun Shalordin.
Sun Shalordin casts Healing Light.
Sun Shalordin receives 133 healing.
Elven cultist casts Drain.
Your shield crumbles under the damage!
The shield around Sun Shalordin crumbles.
Elven cultist hits Sun Shalordin for (100 absorbed), 38 blight (38 total damage).
Weakness Disease from Elven cultist hits Sun Shalordin for 34 blight damage.
Sun Shalordin casts Rune: Blink.
Sun Shalordin is out of phase.
Elven cultist casts Dark Portal.
Sun Shalordin is afflicted by a rotting disease!
Weakness Disease from Elven cultist hits Sun Shalordin for 23 blight damage.
Rotting Disease from Elven cultist hits Sun Shalordin for 32 blight damage.
Sun Shalordin picks up (c.): horrifying vined mindstar of balance (83% power, 18 apr, nature damage).
Elven cultist misses Sun Shalordin.
Weakness Disease from Elven cultist hits Sun Shalordin for 23 blight damage.
Rotting Disease from Elven cultist hits Sun Shalordin for 32 blight damage.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Sun Shalordin is recovering from the damage!



































































