










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Temporal Warden |
| Level / Exp | 13 / 80% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 23 (base 15) |
| Dexterity | 21 (base 20) |
| Constitution | 23 (base 12) |
| Magic | 47 (base 39) |
| Willpower | 18 (base 12) |
| Cunning | 12 (base 10) |
Resources
| Life | 415/415 |
| Positive | 0/86 |
| Paradox | 300 |
| Healing Factor | 1.6510362694301 |
| Regeneration | 3.7148316062176 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.3322676295502E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 11.462006559679 |
| See Invisible | 11.462006559679 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 38 |
| Crit Chance | 11% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 38 |
| Crit Chance | 12% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Physical | +9% |
| Blight | +9% |
| Arcane | +12% |
| Cold | +11% |
| Nature | +12% |
Offense: Damage Penetration
| Nature | +20% |
| Arcane | +15% |
| Acid | +5% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 20.522593642275 (63.098591549296%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 13 |
| Physical Save | 19 |
| Spell Save | 23 |
| Mental Save | 20 |
Defense: Resistances
| Acid | 6%( 70%) |
| Blight | 26%( 70%) |
| Physical | 2%( 70%) |
| Cold | 45%( 70%) |
| All | 0%( 70%) |
| Temporal | 10%( 70%) |
| Arcane | 5%( 70%) |
| Mind | 9%( 70%) |
| Nature | 29%( 70%) |
Defense: Immunities
| Stun Resistance | 62% |
| Teleport Resistance | 10% |
| Pinning Resistance | 62% |
| Disarm Resistance | 42% |
| Silence Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 65% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 388% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Contingency |
| talent | Weapon Folding |
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 |
Escort: lost anorithil (level 1 of Ruins of Kor'Pul) | 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 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 |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed chunk of ghoul flesh. The Brotherhood of Alchemists* &039;ve the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.&WHITESLATE039;Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; * &039;s eyes. You&039; * &039;re smaller and easier to remove, but they&039;t poke yourself. Oh yes, and don&039; | 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& | 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 |
Equipment
| On feet | Uliyafast (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes resistances: +9% mind Silence immunity: +15% Stun/Freeze immunity: +35% Teleport immunity: +10% A pair of boots made of leather. |
| Light source | Moldsever the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% nature Changes resistances penetration: +20% nature / +5% acid Changes damage: +12% nature 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. |
| On head | Silaba (1 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +3% nature / +25% cold Changes damage: +11% cold Stamina each turn: +0.20 Healing mod.: +25% A pointy cloth hat, very wizardly... |
| On hands | Lisuda (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Damage (Melee): 6 acid Changes stats: +4 Con Changes resistances: +6% acid Changes damage: +4% acid / +9% physical Life regen: +0.60 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron torque of kinetic psionic shield [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +10% temporal Changes damage: +12% arcane Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +27.00 Rings can have magical properties. |
| On fingers | Balagorath the steel ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +4 Con Disarm immunity: +22% Pinning immunity: +20% Stun/Freeze immunity: +27% Knockback immunity: +21% Life regen: +1.40 Maximum life: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
| Around neck | Mytotir the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Changes stats: +2 Con Changes resistances: +2% physical / +10% temporal Pinning immunity: +20% Knockback immunity: +23% Stamina each turn: +0.20 Amulets can have magical properties. |
| In main hand | steel waraxe &039; (15.5-21.7 power, 3 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 light / +5 lightning Burst (radius 1) on hit: +5 fire Damage against: +6% Undead When wielded/worn: Changes stats: +1 Mag Physical save: +3 (+2 eff.) Mana when firing critical spell: +2.00 One-handed war axes. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Galynarirath the Radiancelash (16-20.8 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 16.0 - 20.8 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 9% chance to disease * 20% chance to blind * 25% chance to put talents on cooldown Damage (Melee): +5 blight Burst (radius 1) on hit: +4 light When wielded/worn: Changes damage: +9% blight Sharp, short and deadly. |
| Cloak | Zedendur the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Mag / +4 Wil Changes resistances: +6% blight Changes resistances penetration: +10% arcane Critical mult.: +15.00% Spell save: +5 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +46.00 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 armour of command (8 def, 7 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +7 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +2 Cun Mental save: +11 (+6 eff.) A suit of armour made of mail. |
Inventory
resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bloomfiend the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Damage when hit (Melee): 4 nature Changes resistances: +12% lightning / +6% cold / +9% nature Changes resistances penetration: +5% nature Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap &039; (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +3 Dex / +4 Wil Critical mult.: +10.00% Mana each turn: +0.08 Maximum vim: +40.00 Spellpower: +2 (+1 eff.) A cap made of leather. |
Betheyathra the Darkhunter (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 darkness Changes resistances: +16% lightning Changes resistances penetration: +15% darkness / +25% temporal A suit of armour made of metal plates. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
70 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
woodsman&Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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 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, costing 202 power out of 239/400. 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
supercharged steel torque of charged psionic shield [power 63] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 63 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged elm totem of cure ailments [power 1] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +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 Blind Psy the Drem Temporal Warden level 10
27th Voratun 122nd year of Ascendancy at 21:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Blind Psy the Drem Temporal Warden level 8
24th Voratun 122nd year of Ascendancy at 19:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Blind Psy the Drem Temporal Warden level 5
18th Voratun 122nd year of Ascendancy at 18:57 see stats
Log
Resting starts...
Talent Warden&LASTLASTLASTLASTLASTLASTLASTelm totem of thorny skin [power 17] (20 cooldown).
You gain 3.01 gold from the transmogrification of survivor&LASTLASTbright brass lantern of health.
You gain 2.07 gold from the transmogrification of bright brass lantern.
You gain 0.87 gold from the transmogrification of woodsman&LASTLASTlinen wizard hat (1 def, 0 armour).
You gain 10.53 gold from the transmogrification of iron gauntlets &039; (0 def, 1 armour).
You gain 0.25 gold from the transmogrification of iron gauntlets (0 def, 1 armour).
You gain 0.72 gold from the transmogrification of miner&LASTLASTSilk Current (12 def, 0 armour).
You gain 1.96 gold from the transmogrification of earthen elm vilestaff of might (10-12 power, 2 apr, fire element).
You gain 0.25 gold from the transmogrification of iron greatmaul (18.5-27.75 power, 1 apr).
You gain 2.39 gold from the transmogrification of acidic iron dagger of phasing (9.5-12.35 power, 10 apr).
You gain 12.39 gold from the transmogrification of Hathivor (9-11.7 power, 5 apr).
You gain 0.84 gold from the transmogrification of wizard&LASTLASTcopper ring of power.
You gain 1.11 gold from the transmogrification of healing infusion of the psychic (heal 83).
There is a Entrance to the Scintillating Caves here (press &039; or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Blind Psy deactivates Weapon Folding.
Blind Psy deactivates Contingency.




































































