











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! 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. 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:
OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Female |
| Race | Halfling |
| Class | Wanderer |
| Level / Exp | 10 / 87% |
| Size | small |
| Lifes / Deaths | Killed by Yvetta the mean looking elven guard at level 10 on the 1st Dusk 122nd year of Ascendancy at 03:21 / 1 |
Primary Stats
| Strength | 9 (base 12) |
| Dexterity | 15 (base 12) |
| Constitution | 13 (base 12) |
| Magic | 34 (base 34) |
| Willpower | 12 (base 12) |
| Cunning | 23 (base 20) |
Resources
| Life | -138/296 |
| Positive | 29/77 |
| Stamina | 36/132 |
| Paradox | 312 |
| Healing Factor | 1.1783363011315 |
| Regeneration | 7.3646018820719 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 11 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | +10% |
| Physical | +3% |
| Lightning | +3% |
| Arcane | +27% |
| Cold | +12% |
| Nature | +21% |
Offense: Damage Penetration
| Cold | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 15 (35.65183292883%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 26 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 22%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 25%( 70%) |
| Lightning | + 23%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 450% 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. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Sunlight | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Psionic / Feedback | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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. | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 | insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Resistance +5% fire +5% cold A pair of boots made of leather. |
| Quiver | quiver of elm arrows of erosion (13/13, 114% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Nature Weapon Damage 114% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 13 On-ranged-hit +8 nature Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Muckslice'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +10% nature defense ------ Resistance +6% blight +12% fire +5% arcane +6% darkness Life +44.00 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. |
| On head | rough leather cap 'Tuliyanaribar' (4 def, 6 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +6 Defense +4 (+2 eff.) Fatigue +1% Resistance +9% blight +3% darkness +3% all Physical save +6 (+3 eff.) Life Regen +4.00 Disease Resist +10% Silence Resist +10% A cap made of leather. |
| Tool | iron torque of psionic shield [power 27] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+4 eff.) Mind save +6 (+3 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
| On fingers | savior's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +5 (+5 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+3 eff.) defense ------ Physical save +6 (+3 eff.) Spell save +7 (+4 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
| Around waist | Blazespawn1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +3% lightning +6% nature Ignore resists +5% nature defense ------ Resistance +12% lightning +6% fire +6% darkness +6% cold A belt that goes around your waist. |
| In main hand | elm starstaff 'Toxinoracle' (100% power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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% Critical power +10.00% Spellpower +3 (+2 eff.) Damage +10% light +15% nature defense ------ Resistance +3% mind other ------- Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Murkonslaught' (0 def, 6 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 physical Damage +3% physical Ignore resists +5% nature defense ------ Armor +6 Resistance +6% nature 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 | Emynn the woollen robe (3 def, 2 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature/Master While equipped: offense ------ Damage +12% arcane +11% acid defense ------ Armor +2 Defense +3 (+2 eff.) Resistance +16% acid +5% arcane +9% all Physical save +17 (+8 eff.) Spell save +3 (+2 eff.) Mind save +3 (+2 eff.) Healmod +15% other ------- Max mana +28.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Winterlash the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +15% arcane +12% cold Ignore resists +5% cold defense ------ Defense +1 (+1 eff.) Resistance +5% arcane Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% mind Confus Resist +21% Amulets make your neck look great! |
Inventory
Stormfront (136% power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Unique] Nature Weapon Damage 137% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
rough leather belt 'Gybeth'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Ignore Armor +5 defense ------ Resistance +6% fire +6% cold A belt that goes around your waist. |
Tempestwinter (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Mag +1 Con defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
spellwoven linen robe of blight (+10%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Damage +10% blight defense ------ Resistance +10% blight +7% all Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belumahir (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +6% arcane +3% mind defense ------ Armor +3 Fatigue +5% Physical save +11 (+5 eff.) other ------- Mana-on-crit +2.00 Max vim +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Samodorand the Sunstreak (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% light +3% cold defense ------ Defense +1 (+1 eff.) Resistance +6% acid +5% fire +15% cold other ------- Light +1 A pointy cloth hat, very wizardly... |
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. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Geteromisus the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Str offense ------ When Hit 2 mind On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Physical save +6 (+3 eff.) Healmod +12% other ------- Light +3 See Invisibility +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. |
survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +42.00 Healmod +10% 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. |
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. |
extending elm wand of lightning storm [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (119 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of conjuration [power 95] (11 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 acid damage Puts all charms on 11 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Asha the Halfling Wanderer level 10
6th Mirth 122nd year of Ascendancy at 14:45 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Asha the Halfling Wanderer level 8
4th Mirth 122nd year of Ascendancy at 18:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Asha the Halfling Wanderer level 7
79th Pyre 122nd year of Ascendancy at 01:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Asha the Halfling Wanderer level 10
6th Flare 122nd year of Ascendancy at 13:35 see stats
Log
Belaritta the mean looking elven guard resists the effect 'Disarmed'!
Asha's disarming trap hits Belaritta the mean looking elven guard for 108 acid damage.
Belaritta the mean looking elven guard's Beyond the Flesh performs a melee critical strike against Asha!
Belaritta the mean looking elven guard's Beyond the Flesh hits Asha for 34 physical, 4 darkness, 9 physical (48 total damage).
Asha receives 2 healing.
Asha is no longer evading attacks.
Asha is not stunned anymore.
Asha slows down.
Asha receives 1 healing.
Asha receives 1 healing.
Talent Firebeam is ready to use.
Talent Pitfall Trap is ready to use.
Asha receives 1 healing.
Asha's morale has been lowered.
Yvetta the mean looking elven guard uses Fan of Knives.
Asha is not crippled anymore.
Asha receives 1 healing.
Yvetta the mean looking elven guard's Fan of Knives performs a melee critical strike against Asha!
Asha tries to evade attacks.
Yvetta the mean looking elven guard's Fan of Knives hits Asha for 25 physical damage.
Yvetta the mean looking elven guard's Fan of Knives hits Asha for 50 physical damage.
Yvetta the mean looking elven guard's Fan of Knives hits Asha for 21 physical damage.
Yvetta the mean looking elven guard's Fan of Knives hits Asha for 26 physical damage.
Asha the level 10 halfling wanderer was torn limb from limb to death by Yvetta the mean looking elven guard on level 2 of Rhaloren Camp.








































































