











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 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.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Possessor |
| Level / Exp | 14 / 62% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 44.512 (base 31) |
| Dexterity | 27.536 (base 12) |
| Constitution | 9 (base 10) |
| Magic | 12.96 (base 10) |
| Willpower | 43 (base 36) |
| Cunning | 44.4 (base 12) |
Resources
| Life | 1190/1199 |
| Stamina | 236/236 |
| Psi | 178/178 |
| Healing Factor | 0.99162011173184 |
| Regeneration | 0.24790502793296 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 60.145003220751 |
| See Invisible | 60.145003220751 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 54 |
| Crit Chance | 25% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +11% |
| Physical | +10% |
| Fire | +11% |
| Mind | +6% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +5% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 30.88 (30%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 7 |
| Physical Save | 27 |
| Spell Save | 24 |
| Mental Save | 40 |
Defense: Resistances
| Temporal | + 10%( 70%) |
| Mind | + 10%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 27%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 42% |
| Teleport Resistance | 16% |
| Silence Resistance | 14% |
| Instadeath Resistance | 100% |
| Blind Resistance | 8% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 490% 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 Dexterity stat. |
| 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 177 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 81 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. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Possession | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic blows | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Thought-Form: Bowman |
| talent | Channel Pain |
| talent | Force Shield |
| beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
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. | active |
Escort the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair) | active |
You failed to protect the temporal explorer from death by poison gas trap. Escort: temporal explorer (level 2 of Norgos Lair) | failed |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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 precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' | 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 | Yvavena the pair of iron boots (24 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +24 (+8 eff.) Fatigue: +2% Changes resistances: +3% mind Reduces incoming crit damage: 10.00% Physical save: +3 (+2 eff.) Spell save: +3 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Harafast the ScaldransomCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +12 Changes stats: +1 Str Changes damage: +6% mind / +3% fire 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 | Cobrawild the iron helm (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +7 Fatigue: +5% Damage when hit (Melee): 2 nature Changes stats: +3 Dex / +1 Wil / +1 Con Physical save: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Unlightpanic (dig speed 19 turns) =CUN=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +7 Cun Changes resistances penetration: +5% darkness / +5% light Reduces incoming crit damage: 5.00% Maximum life: +21.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | BranotozilagundCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes resistances penetration: +5% mind Blindness immunity: +10% Teleport immunity: +20% Only die when reaching: -40.00 life It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | marksman's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
| Around waist | Eremyderim the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +14 (+5 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Con Changes resistances: +2% physical Stealth bonus: +6 Stamina each turn: +2.00 Only die when reaching: -60.00 life A belt that goes around your waist. |
| In main hand | Carrionslice the steel battleaxe (132% power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 133% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 54% Damage (Melee): +8 nature / +7 darkness Damage against: +7% Living When wielded/worn: Accuracy: +10 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 54% Changes stats: +2 Str Changes resistances: +3% temporal Changes damage: +7% physical Massive two-handed battleaxes. |
| On hands | sand hardened leather gloves of dexterity (+2) (0 def, 8 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +8 Damage (Melee): 7 physical Changes stats: +2 Dex Changes damage: +3% physical When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +11.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +8 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Mankini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
| Cloak | murderer's linen cloak of implacability (1 def, 0 armour) =CUN=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
noble's rough leather belt of unlife =BREATHE=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight Damage against: +15% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
noble's rough leather belt of valiance =CUN=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +6 Wil Damage against: +16% Summoned Reduced damage from: +19% Summoned Mental save: +6 (+2 eff.) Maximum life: +41.00 A belt that goes around your waist. |
Halarek the Blastwinter (0 def, 3 armour) =CUN=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Con Changes resistances: +15% acid / +3% fire / +3% lightning Changes resistances penetration: +10% acid Changes damage: +3% acid Physical save: +12 (+6 eff.) Mental save: +10 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Amitir the Tideguile (5 def, 3 armour) =CUN=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 light Changes stats: +3 Cun Changes resistances: +6% cold Changes resistances penetration: +20% cold Changes damage: +6% mind / +3% cold Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Skyguile the rough leather cap (0 def, 1 armour) =cOn=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +3% acid Changes resistances penetration: +5% lightning Changes damage: +12% lightning / +9% acid Light radius: +2 A cap made of leather. |
4 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. |
76 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. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 75.17 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Rod of Recall (2/2)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 182 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. |
elm totem of healing 'Murkbraze' [power 110] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +6% mind / +6% darkness Changes resistances penetration: +5% lightning It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 14 turns. When used: * Heal for 39. 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: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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 (Madness (Roguelike) difficulty)
Got a character to level 10.By Lorem Ipsum the Yeek Possessor level 10
16th Dusk 122nd year of Ascendancy at 10:29 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Lorem Ipsum the Yeek Possessor level 10
23rd Dusk 122nd year of Ascendancy at 17:19 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Lorem Ipsum the Yeek Possessor level 9
9th Flare 122nd year of Ascendancy at 16:15 see stats
Log
Lorem Ipsum activates Thought-Form: Bowman.
You gain 2.72 gold from the transmogrification of brass lantern of clarity.
You gain 1.25 gold from the transmogrification of flaming steel shield of cold resistance (+15%) (0 def, 4 armour, 100% power, 37 block).
You gain 10.92 gold from the transmogrification of rejuvenating drakeskin leather armour of spell shielding (20 def, 8 armour).
You gain 2.17 gold from the transmogrification of impenetrable steel mail armour of stability (2 def, 13 armour).
You gain 8.58 gold from the transmogrification of linen wizard hat 'Glitterspawn' (1 def, 0 armour).
You gain 0.10 gold from the transmogrification of linen wizard hat (1 def, 0 armour).
You gain 0.47 gold from the transmogrification of grounding linen wizard hat (1 def, 0 armour).
You gain 3.66 gold from the transmogrification of bladed iron helm of the depths (0 def, 3 armour).
You gain 9.10 gold from the transmogrification of Hailwend the rough leather cap (0 def, 1 armour).
You gain 10.58 gold from the transmogrification of Gloomvortex the linen wizard hat (1 def, 0 armour).
You gain 11.66 gold from the transmogrification of Blazestar (0 def, 1 armour).
You gain 2.70 gold from the transmogrification of pair of iron boots of tirelessness (0 def, 3 armour).
You gain 10.95 gold from the transmogrification of pair of iron boots 'Morningrain' (0 def, 5 armour).
You gain 3.48 gold from the transmogrification of linen cloak of sorcery (1 def, 0 armour).
You gain 8.31 gold from the transmogrification of Dourfoe (1 def, 0 armour).
You gain 0.95 gold from the transmogrification of rough leather belt of carrying.
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 1.25 gold from the transmogrification of vined mindstar of life (87% power, 18 apr, mind damage).
You gain 2.20 gold from the transmogrification of nature's vined mindstar of life (87% power, 18 apr, nature damage).
You gain 1.20 gold from the transmogrification of flaming steel longsword (108% power, 3 apr).
You gain 10.17 gold from the transmogrification of Ulfitothel the Rimestun.
There is a way to the previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Thought-forged bowman deactivates Aim.
Lorem Ipsum deactivates Thought-Form: Bowman.
Lorem Ipsum deactivates Channel Pain.
Lorem Ipsum deactivates Force Shield.















































