







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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Anorithil |
| Level / Exp | 13 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nynor the squid at level 13 on the 25th Dusk 122nd year of Ascendancy at 00:43 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 39 (base 39) |
| Willpower | 10 (base 10) |
| Cunning | 29 (base 29) |
Resources
| Life | -171/324 |
| Positive | 40/86 |
| Negative | 28/86 |
| Healing Factor | 1.1460311219418 |
| Regeneration | 1.0887295658447 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 26.003878189685 |
| See Invisible | 26.003878189685 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 4 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 1 |
| Physical Save | 17 |
| Spell Save | 22 |
| Mental Save | 20 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Light | + 11%( 70%) |
| Darkness | + 31%( 70%) |
| Cold | + 25%( 70%) |
| Fire | + 15%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 40 up to 4 times. Its effects scale with your Constitution stat. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 283 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.40 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
Quests
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 must stop the nagas. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Equipment
| Tool | powerful yew totem of stinging [power 230] (6/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 230 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| Around neck | copper amulet of mastery (0.10 Celestial / Sunlight)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Celestial / Sunlight Amulets make your neck look great! |
| Main armor | cashmere robe of darkness (+22%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +22% darkness / +11% all Changes damage: +15% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 75.25 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Light source | 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 | insulating rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +5% fire / +6% cold A cap made of leather. |
| In main hand | lifebinding yew starstaff of fate (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +7 (+5 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Disease immunity: +15% Life regen: +0.70 Spellpower: +13 (+5 eff.) Spell crit. chance: +7% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. It was changed by the digestive sack. |
Inventory
earthen yew starstaff of wizardry (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +4% Changes stats: +2 Mag / +3 Wil Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +4 (+3 eff.) Maximum mana: +34.00 Spellpower: +13 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
shimmering linen robe of light (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% light / +7% all Changes damage: +10% arcane / +10% light Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: 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. |
rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 (2/2)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 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. |
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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Moonshiner the Cornac Anorithil level 10
5th Dusk 122nd year of Ascendancy at 22:58 see stats
Log
Ce'Nynor the squid uses Grab.
Moonshiner slows down.
Moonshiner is pinned to the ground.
Ce'Nynor the squid hits Moonshiner for (151 stormshielded), 0 physical, (15 absorbed), 0 cold, (6 absorbed), 0 cold, (27 absorbed), 0 physical (0 total damage).
Melee retaliation hits Ce'Nynor the squid for (4 to psi shield), 6 light (6 total damage).
Ce'Nynor the squid's Beyond the Flesh hits Moonshiner for (127 stormshielded), 0 physical, (27 absorbed), 0 physical (0 total damage).
Melee retaliation hits Ce'Nynor the squid for (3 to psi shield), 5 light (5 total damage).
Insidious Poison from Moonshiner hits Ce'Nynor the squid for 20 nature damage.
Moonshiner casts Moonlight Ray.
Moonshiner's light area effect hits Ce'Nynor the squid for (10 to psi shield), 14 light (14 total damage).
Moonshiner hits Ce'Nynor the squid for (47 to psi shield), 70 darkness (70 total damage).
Ce'Nynor the squid uses Telekinetic Smash.
Moonshiner's stormshield is out of charges and dissipates!.
Moonshiner's storm dissipates.
Moonshiner is stunned!
Ce'Nynor the squid hits Moonshiner for (210 stormshielded), 0 physical, (15 absorbed), 0 cold, (6 absorbed), 0 cold, (27 absorbed), 0 physical, (157 stormshielded), 0 physical, (27 absorbed), 0 physical (0 total damage).
Melee retaliation hits Ce'Nynor the squid for (3 to psi shield), 5 light, (3 to psi shield), 5 light (10 total damage).
Ce'Nynor the squid's Beyond the Flesh performs a melee critical strike against Moonshiner!
Your shield crumbles under the damage!
The shield around Moonshiner crumbles.
Ce'Nynor the squid's Beyond the Flesh hits Moonshiner for (135 absorbed), 68 physical, 27 physical (95 total damage).
Melee retaliation hits Ce'Nynor the squid for (2 to psi shield), 3 light (3 total damage).
Insidious Poison from Moonshiner hits Ce'Nynor the squid for 10 nature damage.
Moonshiner's light area effect hits Ce'Nynor the squid for (5 to psi shield), 7 light (7 total damage).
Ce'Nynor the squid uses Kinetic Strike.
Ce'Nynor the squid's mind surges with critical power!
Ce'Nynor the squid hits Moonshiner for 364 physical damage.
Melee retaliation hits Ce'Nynor the squid for (2 to psi shield), 3 light (3 total damage).
Moonshiner the level 13 cornac anorithil was eviscerated to death by Ce'Nynor the squid on level 1 of Flooded Cave.




























































