









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 | Ghoul |
| Class | Berserker |
| Level / Exp | 6 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by bandit at level 6 on the 6th Mirth 122nd year of Ascendancy at 12:58 / 1 |
Primary Stats
| Strength | 36 (base 25) |
| Dexterity | 15 (base 11) |
| Constitution | 30 (base 16) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 8 (base 10) |
Resources
| Life | -12/290 |
| Stamina | 76/115 |
| Healing Factor | 1.1592147729953 |
| Regeneration | 0.28980369324883 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 23 |
| Crit Chance | 2% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
Defense: Base
| Armour (hardiness) | 17.335093952971 (47.857809501309%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 15 |
| Physical Save | 21 |
| Spell Save | 13 |
| Mental Save | 10 |
Defense: Resistances
| Temporal | + 8%( 70%) |
| Lightning | + 5%( 70%) |
| Acid | + 18%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Teleport Resistance | 20% |
| Poison Resistance | 80% |
| 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 130 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: 4 Cooldown: 18 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
Quests
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of iron boots 'Dragazor' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Str +3 Dex +3 Con defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On fingers | psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+4 eff.) Rings make your fingers look great! |
| On fingers | warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
| On hands | rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +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 | Freezestriker (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ When Hit 6 cold defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +15% acid +3% temporal Spell save +6 (+6 eff.) A suit of armour made of mail. |
| On head | rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
| Light source | Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+5 eff.) Mindpower +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| In main hand | Winterwild (14-23 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Arcane Weapon Damage 14.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 light Damage Against +9% Undead While equipped: offense ------ Damage +3% cold defense ------ Resistance +3% acid Teleport Resist +20% Massive two-handed swords. |
Inventory
Haludofast the Glitternail (14-21 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Psionic Weapon Damage 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +7 mind On Hit: * 14% chance to reduce all saves and defense by 10 While equipped: Stats +2 Cun +3 Wil offense ------ Damage +3% light defense ------ Resistance +6% light Massive two-handed battleaxes. |
Cloudward (10-12 power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane 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 +7% Spellpower +3 (+3 eff.) Damage +10% light +3% lightning Ignore resists +15% arcane defense ------ Resistance +9% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Jetbutcher' (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Nature 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 +1% Spellpower +3 (+3 eff.) Damage +3% darkness +10% fire Ignore resists +5% darkness defense ------ Defense +5 (+5 eff.) Resistance +6% nature 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 55.10 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. |
Ebonywilter (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Damage +11% cold Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce damage dealt by 9% defense ------ Resistance +16% cold +7% all other ------- Stamina/turn +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of time (+11%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% temporal defense ------ Resistance +7% all +11% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +5% cold A pair of boots made of leather. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% 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. |
Isulaith the Hellssin (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning +9% fire +6% acid Ignore resists +5% fire defense ------ Defense +1 (+1 eff.) Resistance +16% lightning A pointy cloth hat, very wizardly... |
iron helm 'Unrihell' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Wil defense ------ Armor +3 Fatigue +5% Resistance +3% acid +6% fire +2% physical +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather armour 'Glarebraid' (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Disrupt While equipped: offense ------ Physical Power +5 (+2 eff.) When Hit 2 light defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +11% nature +11% blight other ------- Light +3 A suit of armour made of leather. |
rough leather armour 'Xanyssra' (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +3% lightning +17% cold +6% fire Healmod +5% Stun Resist +20% A suit of armour made of leather. |
iron shield 'Xanewen' (0 def, 10 armour, 23.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Ignore resists +10% physical defense ------ Armor +10 Fatigue +8% Resistance +10% physical other ------- Talents +1 Block Handheld deflection devices. |
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. |
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. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
You pickup 0.95 gold pieces.
You pickup 0.65 gold pieces.
Ran for 5 turns (stop reason: at door).
Keso Tryhardson uses Stunning Blow.
Something hits Keso Tryhardson for 24 physical, 5 blight, 8 physical, 5 nature, 6 darkness (47 total damage).
Keso Tryhardson uses Stunning Blow.
Thief is stunned!
Keso Tryhardson misses Thief.
Keso Tryhardson hits Thief for 33 physical, 9 light (42 total damage).
Keso Tryhardson resists the vile poison!
Thief hits Keso Tryhardson for 8 physical, 2 blight, 5 physical, 2 nature, 3 darkness (19 total damage).
Melee retaliation hits Thief for 6 cold, 6 cold (12 total damage).
Bandit deactivates Stealth.
Keso Tryhardson is recovering from the damage!
Bandit hits Keso Tryhardson for 38 physical, 13 physical (51 total damage).
Melee retaliation hits Bandit for 5 cold, 5 cold (11 total damage).
Something hits Keso Tryhardson for 28 physical, 5 nature, 16 physical (49 total damage).
Thief hits Keso Tryhardson for 10 physical, 2 blight, 5 physical, 2 nature, 3 darkness (21 total damage).
Melee retaliation hits Thief for 6 cold, 6 cold (12 total damage).
Bandit performs a melee critical strike against Keso Tryhardson!
Bandit performs a melee critical strike against Keso Tryhardson!
Bandit hits Keso Tryhardson for 34 physical, 31 physical (65 total damage).
Melee retaliation hits Bandit for 6 cold, 6 cold (12 total damage).
Melee retaliation hits Bandit for 5 cold, 5 cold (11 total damage).
Bandit hits Keso Tryhardson for 58 physical, 5 nature, 16 physical (79 total damage).
Keso Tryhardson the level 6 ghoul berserker was chopped into tiny pieces to death by a bandit on level 1 of Trollmire.





























































