






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Drem |
Class | Alchemist |
Level / Exp | 1 / 69% |
Size | medium |
Lifes / Deaths | Killed by carrion worm mass at level 1 on the 16th Voratun 122nd year of Ascendancy at 19:28 / 1 |
Primary Stats
Strength | 7.95 (base 10) |
Dexterity | 23 (base 22) |
Constitution | 23 (base 22) |
Magic | 24 (base 22) |
Willpower | 21 (base 22) |
Cunning | 22 (base 22) |
Resources
Life | -12/142 |
Mana | 106/155 |
Soul | 4/10 |
Healing Factor | 1.1010362694301 |
Regeneration | 0.27525906735752 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
See Stealth | 42.646342358568 |
See Invisible | 42.646342358568 |
Offense: Mainhand
Damage | 10 |
Accuracy | 17 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +10% |
Defense: Base
Armour (hardiness) | 0 (30%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 0 |
Physical Save | 10 |
Spell Save | 15 |
Mental Save | 15 |
Defense: Resistances
All | -13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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: 20 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 was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Undead drake | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 7/5 |
Spell / Advanced necrotic minions | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Shades | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Ice | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | The target is infected by a disease, reducing its strength by 5 and doing 5.07 blight damage per turn. Weakness Disease |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
Quests
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 to destroy the Worm's neural spine. | active |
Equipment
Quiver | ![]() 0.00 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. |
Light source | ![]() 2.00 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. |
Main armor | ![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | ![]() 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: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Inventory
![]() iron greatsword (14-22.4 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() elm magestaff of illumination (10-12 power, 2 apr, fire element) Requires: - Magic 11 Infused by nature 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: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+6 eff.) Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 73.06 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() elm vilestaff (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: +2.5% 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 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() scholar's pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spellpower: +3 (+2 eff.) A pair of boots made of leather. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 0.00 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Corrupted mastocytic feeder's aether beam hits Ustarc for (1 absorbed), 0 arcane (0 total damage).
Corrupted mastocytic feeder casts Ice Shards.
Corrupted mastocytic feeder's aether beam hits Ustarc for (1 absorbed), 0 arcane (0 total damage).
Ustarc casts Invoke Darkness.
Ustarc's spell attains critical power!
Your shield crumbles under the damage!
The shield around Ustarc crumbles.
Corrupted mastocytic feeder shares damage with his oozes!
Carrion worm mass's wormblight area effect hits Ustarc for 12 blight damage.
Ustarc hits Corrupted mastocytic feeder for 59 darkness damage.
Carrion worm mass's wormblight area effect hits Ustarc for (4 absorbed), 7 blight (7 total damage).
Corrupted mastocytic feeder receives 4 healing from Carrion worm mass's wormblight area effect.
Corrupted mastocytic feeder's aether beam hits Ustarc for (1 absorbed), 0 arcane (0 total damage).
Corrupted mastocytic feeder's aether beam hits Ustarc for 1 arcane damage.
Weakness Disease from Giant digestive sack (opened) hits Ustarc for 5 blight damage.
Corrupted mastocytic feeder's aether beam hits Ustarc for 1 arcane damage.
Ustarc shrugs off the effect 'Wet'!
Corrupted mastocytic feeder's Ice Shards hits Ustarc for 11 cold damage.
Corrupted mastocytic feeder's aether beam hits Ustarc for 1 arcane damage.
Corrupted mastocytic feeder's aether beam hits Ustarc for 1 arcane damage.
Corrupted mastocytic feeder's aether beam hits Ustarc for 1 arcane damage.
Corrupted mastocytic feeder's aether beam hits Ustarc for 1 arcane damage.
Corrupted mastocytic feeder's aether beam hits Ustarc for 1 arcane damage.
Corrupted mastocytic feeder's aether beam hits Ustarc for 1 arcane damage.
Corrupted mastocytic feeder casts Lightning.
Corrupted mastocytic feeder's aether beam hits Ustarc for 1 arcane damage.
Corrupted mastocytic feeder hits Ustarc for 17 lightning damage.
Saving game...