











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. 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! 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 | Drem |
| Class | Sun Paladin |
| Level / Exp | 10 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Neryrinne the gloomy treant at level 10 on the 10th Profit 122nd year of Ascendancy at 19:43 / 1 |
Primary Stats
| Strength | 31 (base 25) |
| Dexterity | 14 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 36 (base 34) |
| Willpower | 9 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -50/342 |
| Positive | 14/77 |
| Stamina | 136/136 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 4.2912938822346 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 26 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +6% |
| Arcane | +3% |
| Fire | +7% |
| All | 0% |
Offense: Damage Penetration
| Cold | +20% |
| Fire | +10% |
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 25.551211628464 (73.607947236566%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 21 |
| Physical Save | 14 |
| Spell Save | 18 |
| Mental Save | 6 |
Defense: Resistances
| Nature | + 11%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 12%( 70%) |
| Darkness | + 3%( 70%) |
| Blight | + 11%( 70%) |
| Acid | + 32%( 70%) |
| Fire | + 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Confusion Resistance | 21% |
| Pinning Resistance | 20% |
| Silence Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 178 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Drem | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Yvada the sick grizzly bear. Escort: lone alchemist (level 2 of Heart of the Gloom) | failed |
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 Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. * You've found the needed green worm. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Glittertickler (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 6 Damage when hit (Melee): 2 light Changes resistances penetration: +20% mind / +5% cold Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +21% A pair of boots made of leather. |
| On hands | restful iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +12.00 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. |
| On head | linen wizard hat 'Daimizilaleg' (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +6 (+6 eff.) Changes stats: +2 Str Changes resistances: +15% acid Changes damage: +10% acid Pinning immunity: +20% Life regen: +2.00 A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Noonpiety' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 6% Changes stats: +1 Str Changes resistances: +12% light Changes damage: +6% light Light radius: +2 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| Main armor | steel plate armour 'Pyrewaker' (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 2 fire Changes resistances: +16% lightning / +16% fire / +17% acid Light radius: +1 A suit of armour made of metal plates. |
| Light source | bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 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. |
| In off hand | Buldir (0 def, 2 armour, 10-11 power, 18 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +11% nature / +11% blight Changes damage: +3% arcane Talent granted: +1 Block Spell save: +3 (+2 eff.) Mana when firing critical spell: +2.00 Handheld deflection devices. |
| Cloak | Frigidrock the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% darkness Changes resistances penetration: +15% cold Maximum life: +30.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | elemental iron mace of crippling (14-19 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 47 fire damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Changes resistances penetration: +10% fire Changes damage: +7% fire Blunt and deadly. |
Inventory
Glacierbender (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% fire / +5% cold Changes damage: +3% cold Allows you to breathe in: water Cut immunity: +20% Life regen: +4.00 Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.rough leather cap 'Nyyon' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 26% Changes stats: +1 Cun Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% acid / +15% mind Critical mult.: +5.00% Psi when hit: +0.08 A cap made of leather. |
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 (1/1)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 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 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By fjghj the Drem Sun Paladin level 10
2nd Acquisition 122nd year of Ascendancy at 18:40 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By fjghj the Drem Sun Paladin level 10
2nd Acquisition 122nd year of Ascendancy at 18:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By fjghj the Drem Sun Paladin level 10
7th Profit 122nd year of Ascendancy at 02:00 see stats
Log
Poison from Neryrinne the gloomy treant hits fjghj for 32 nature damage.
Thorn Grab from Yvada the sick grizzly bear hits fjghj for 4 nature damage.
Bleeding from Yvada the sick grizzly bear hits fjghj for 26 physical damage.
War hound cover of leaves falls apart.
Yvada the sick grizzly bear cover of leaves falls apart.
Neryrinne the gloomy treant cover of leaves falls apart.
Black Blood Bleeding from Fjghj hits Yvada the sick grizzly bear for 7 darkness damage.
Black Blood Bleeding from Fjghj hits Neryrinne the gloomy treant for 6 darkness damage.
Neryrinne the gloomy treant uses Superconduction.
Fjghj is seared.
Neryrinne the gloomy treant hits fjghj for 64 lightning damage.
fjghj receives 4 healing from Shield of Light.
Fjghj casts Rune: Shielding.
A shield forms around fjghj.
Yvada the sick grizzly bear uses Blindside.
Melee retaliation hits Yvada the sick grizzly bear for 5 light, 1 fire, 5 light, 1 fire (12 total damage).
Yvada the sick grizzly bear hits fjghj for (24 absorbed), 0 mind, (4 absorbed), 0 cold, (24 absorbed), 0 mind, (4 absorbed), 0 cold (0 total damage).
Fjghj stops bleeding.
Poison from Neryrinne the gloomy treant hits fjghj for (33 absorbed), 0 nature (0 total damage).
Thorn Grab from Yvada the sick grizzly bear hits fjghj for (4 absorbed), 0 nature (0 total damage).
Black Blood Bleeding from Fjghj hits Yvada the sick grizzly bear for 7 darkness damage.
Black Blood Bleeding from Fjghj hits Neryrinne the gloomy treant for 6 darkness damage.
Fjghj's sun path area effect hits Yvada the sick grizzly bear for 6 light damage.
Neryrinne the gloomy treant uses Condensate.
Your shield crumbles under the damage!
The shield around fjghj crumbles.
fjghj receives 4 healing from Shield of Light.
Neryrinne the gloomy treant hits fjghj for (6 absorbed), 104 fire (104 total damage).
fjghj the level 10 drem sun paladin was burnt to death by Neryrinne the gloomy treant on level 2 of Heart of the Gloom.






























































