










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! 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! 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 | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Demonologist |
| Level / Exp | 6 / 60% |
| Size | big |
| Lifes / Deaths | Killed by elven tempest at level 6 on the 79th Pyre 122nd year of Ascendancy at 06:32 / 1 |
Primary Stats
| Strength | 28 (base 23) |
| Dexterity | 9 (base 10) |
| Constitution | 13 (base 12) |
| Magic | 24 (base 22) |
| Willpower | 8 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -84/212 |
| Stamina | 56/110 |
| Vim | 73/174 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 17 |
| Crit Chance | 1% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +3% |
| Cold | +3% |
| Mind | +27% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 12.118138619369 (56.297102139833%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 17 |
| Physical Save | 20 |
| Spell Save | 11 |
| Mental Save | 7 |
Defense: Resistances
| Temporal | + 3%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 9%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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: 18 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: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Corruption / Demonic pact | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Infernal combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Black-magic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
Equipment
| Tool | elm totem of summon tentacle [power 100] (25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 221 Base Damage: 100 Armor: 0 All Resist: 0 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On feet | Cyrymina (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +15% mind defense ------ Armor +1 Fatigue -4% Resistance +9% cold +3% fire Physical save +7 (+4 eff.) other ------- Encumbrance +22 EQ when Hit +0.04 A pair of boots made of leather. |
| On head | Beulin the Wintervengeance (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% cold +3% temporal When Hit 2 cold defense ------ Armor +1 Fatigue +1% Resistance +3% temporal +6% fire +6% mind +6% cold A cap made of leather. |
| Main armor | iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
| In main hand | iron mace (12-18 power, 2 apr) 3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: other ------- Talents +1 Flame Bolts Blunt and deadly. |
| In off hand | iron shield (0 def, 2 armour, 9-11 power, 23.5 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +24 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Anurath (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Mindpower +10 (+5 eff.) Damage +12% mind defense ------ Defense +1 (+1 eff.) Unlife -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Inventory
arcing iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage Sharp, short and deadly. |
mossy mindstar of life (3-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Life +11.00 Life Regen +0.60 other ------- 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. |
cruel elm starstaff of illumination (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +10% physical defense ------ Defense +5 (+5 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 64.46 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
short elm magestaff (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 1H weapon [Ego] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
thick linen cloak of battle (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) defense ------ Armor +6 Defense +1 (+1 eff.) Fatigue -3% Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shimmering linen robe of light (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% arcane +10% light defense ------ Resistance +15% light +7% all other ------- Max mana +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
naturalist's iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 nature Damage +4% nature defense ------ Armor +1 Fatigue +1% Resistance +6% nature 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. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +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: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 23.01 to 69.04 lightning damage (46.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
cleansing linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Disrupt While equipped: defense ------ Defense +1 (+1 eff.) Resistance +5% nature +6% blight A pointy cloth hat, very wizardly... |
miner's iron helm (0 def, 5 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue +5% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron mail armour of cold resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% cold +11% light +10% darkness A suit of armour made of mail. |
rejuvenating rough leather armour of acid resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +16% acid Life Regen +2.00 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
demon seed [quasit] (9, mainhand)0.0 Encumbrance T1 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +1 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (9, mainhand)0.0 Encumbrance T1 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +1 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [Planar Controller] (10, offhand)0.0 Encumbrance T1 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +3 Fearscape Shift Demon status: alive (100% life). The seed of a demon. |
2 agate0.0 Encumbrance 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Vakatodi the Ogre Demonologist level 6
78th Pyre 122nd year of Ascendancy at 06:28 see stats
Log
Deep Wound from Adybredhenne the mean looking elven guard hits Vakatodi for (9 turned into osmosis), 12 physical (12 total damage).
Vakatodi receives 1 healing.
Adybredhenne the mean looking elven guard shoots!
Adybredhenne the mean looking elven guard's Shoot performs a ranged critical strike against Vakatodi!
Vakatodi is crippled.
Adybredhenne the mean looking elven guard's Shoot hits Vakatodi for (9 turned into osmosis), 24 physical, (9 turned into osmosis), 9 lightning (33 total damage).
Vakatodi misses Adybredhenne the mean looking elven guard.
Talent Shield Pummel is ready to use.
Talent Block is ready to use.
Deep Wound from Adybredhenne the mean looking elven guard hits Vakatodi for (9 turned into osmosis), 12 physical (12 total damage).
Vakatodi receives 5 healing.
Adybredhenne the mean looking elven guard shoots!
Adybredhenne the mean looking elven guard's Shoot performs a ranged critical strike against Vakatodi!
Adybredhenne the mean looking elven guard's Shoot hits Vakatodi for (9 turned into osmosis), 31 physical, (9 turned into osmosis), 9 lightning (40 total damage).
Talent Demon Seed is ready to use.
Deep Wound from Adybredhenne the mean looking elven guard hits Vakatodi for (9 turned into osmosis), 12 physical (12 total damage).
Vakatodi receives 5 healing.
Adybredhenne the mean looking elven guard shoots!
Vakatodi casts Wraithform.
Vakatodi turns into a wraith.
Elven tempest casts Lightning.
You feed vim into your demon seed [water imp] (9, mainhand), increasing its level to 9 and healing it.
You feel a surge of power as a powerful creature falls nearby.
Thunderstorm hits Vakatodi for (9 turned into osmosis), 10 lightning (10 total damage).
Elven tempest hits Adybredhenne the mean looking elven guard for 57 lightning damage.
Elven tempest hits Vakatodi for (9 turned into osmosis), 56 lightning (56 total damage).
Something receives 20 healing from Vakatodi.
Vakatodi the level 6 ogre demonologist was bolted to death by an elven tempest on level 2 of Rhaloren Camp.


















































































