









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!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 | Nightmare Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Sun Paladin |
| Level / Exp | 18 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Pololmu the halfling at level 18 on the 21st Haze 122nd year of Ascendancy at 20:19 / 1 |
Primary Stats
| Strength | 66 (base 27) |
| Dexterity | 42 (base 21) |
| Constitution | 25 (base 12) |
| Magic | 57 (base 46) |
| Willpower | 11 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -37/554 |
| Mana | 87/207 |
| Stamina | 154/154 |
| Positive | 31/101 |
| Healing Factor | 1.4245178243369 |
| Regeneration | 4.6296829290949 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 54 |
| Crit Chance | 9% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Nature | +6% |
| Temporal | +3% |
| Blight | +6% |
| Physical | +3% |
| Darkness | +6% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 51.413408721348 (70.897138898113%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 30 |
| Physical Save | 41 |
| Spell Save | 21 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 9%( 70%) |
| All | 0%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 6%( 70%) |
| Darkness | + 16%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 41% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
| Disarm Resistance | 56% |
| Bleed Resistance | 100% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 43% |
Inscriptions (3/3)
| 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 221 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 4 blight, 5 lightning, 3 arcane, 4 nature |
| 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 | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 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 |
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 successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by Sun Paladinner. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bloated horror heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. | 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 |
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 | Belina the Glaremoon (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +1.0% Armour: +1 Changes stats: +1 Cun / +2 Con Changes resistances: +6% light Changes damage: +3% physical Physical save: +11 (+4 eff.) Mental save: +11 (+6 eff.) A pair of boots made of leather. |
| Light source | Icevengeance the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil / +1 Mag Changes resistances: +6% mind / +3% cold Changes damage: +6% blight Mental save: +9 (+5 eff.) Knockback immunity: +20% Light radius: +6 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 | Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Moldvenom the dwarven-steel gauntlets (10 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+4 eff.) Armour: +2 Defense: +10 (+5 eff.) Fatigue: +3% Damage when hit (Melee): 6 nature Changes stats: +4 Str Changes resistances: +3% nature Blindness immunity: +10% Confusion immunity: +20% 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. |
| Tool | cleansing steel torque of psionic shield [power 45] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 45 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Skymortal'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 lightning Changes resistances: +9% temporal Changes resistances penetration: +10% temporal Changes damage: +12% lightning Disarm immunity: +26% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +23.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
| On fingers | WeepglamourInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 35% Changes stats: +2 Str Changes resistances: +3% light Mental save: +6 (+3 eff.) Confusion immunity: +21% Rings make your fingers look great! |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Phlegmnail the dwarven-steel waraxe (20-29 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +5 Str Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +6% nature Physical save: +3 (+1 eff.) Disarm immunity: +30% One-handed war axes. |
| Around waist | Layabrelle the ShadetyphoonInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% temporal Changes damage: +6% darkness / +3% temporal Physical save: +7 (+2 eff.) Cut immunity: +20% Maximum life: +20.00 Mindpower: +3 (+3 eff.) A belt that goes around your waist. |
| In off hand | steel shield 'Icespawner' (0 def, 4 armour, 15-18 power, 39.5 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (Melee): +12 cold Damage (radius 1) on hit: +4 lightning When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 2 cold Changes resistances: +47% lightning / +6% cold Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Hathodudor (1 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Armour: +10 Defense: +1 (+0 eff.) Changes resistances: +9% acid / +6% darkness Critical mult.: +14.00% Stealth bonus: +6 Only die when reaching: -20.00 life Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
restful gold amulet of willpower (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +2 Wil Life regen: +2.00 Amulets make your neck look great! |
Brandpower (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +3% fire Changes resistances penetration: +10% physical Changes damage: +9% fire Mental save: +6 (+3 eff.) Stamina each turn: +1.00 Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
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 321/400. 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. |
Xuleba the Oozepride [power 165] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 35% Changes resistances penetration: +10% nature Changes damage: +6% light / +18% mind Light radius: +2 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 396 Base Damage: 201 Armor: 8 All Resist: 4 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
extending elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Sun Paladinner the Skeleton Sun Paladin level 17
12nd Haze 122nd year of Ascendancy at 21:36 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Sun Paladinner the Skeleton Sun Paladin level 10
4th Flare 122nd year of Ascendancy at 19:19 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Sun Paladinner the Skeleton Sun Paladin level 5
10th Mirth 122nd year of Ascendancy at 20:25 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Sun Paladinner the Skeleton Sun Paladin level 11
28th Dusk 122nd year of Ascendancy at 07:24 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sun Paladinner the Skeleton Sun Paladin level 15
70th Dusk 122nd year of Ascendancy at 12:52 see stats
Log
Sun Paladinner receives 16 healing from Shield of Light.
Bogdri the halfling's Living Lightning hits Sun Paladinner for 25 lightning damage.
Sun Paladinner casts Healing Light.
The protective shield of Sun Paladinner disappears.
Sun Paladinner receives 205 healing.
Shield of Light hits Sun Paladinner for 16 healing, 16 healing, 16 healing (0 total damage) [48 healing].
Something hits Sun Paladinner for 74 physical, 5 light, 8 darkness (87 total damage).
Sun Paladinner casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Sun Paladinner deactivates Second Life.
Sun Paladinner has been healed by a blast of positive energy!
Shield of Light hits Sun Paladinner for 16 healing, 16 healing, 16 healing (0 total damage) [48 healing].
Something hits Sun Paladinner for 27 fire, 0 light (27 total damage).
Something hits Sun Paladinner for 68 light damage.
Sun Paladinner receives 177 healing.
Sun Paladinner receives 16 healing from Shield of Light.
Something hits Sun Paladinner for 27 lightning damage.
Sun Paladinner receives 16 healing from Shield of Light.
Bogdri the halfling's Living Lightning hits Sun Paladinner for 25 lightning damage.
Sun Paladinner casts Barrier.
A shield forms around Sun Paladinner.
Sun Paladinner recovers sight.
Something hits Sun Paladinner for (66 absorbed), 0 physical, (6 absorbed), 0 light, (8 absorbed), 0 darkness (0 total damage).
Your shield crumbles under the damage!
The shield around Sun Paladinner crumbles.
Something hits Sun Paladinner for (50 absorbed), 192 darkness (192 total damage).
Sun Paladinner receives 16 healing from Shield of Light.
Sun Paladinner the level 18 skeleton sun paladin was darkened to death by Pololmu the halfling on level 1 of Ambush!.

































































