










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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 1.7.0Donators/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:
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 | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Writhing One |
Level / Exp | 13 / 46% |
Size | medium |
Lifes / Deaths | Killed by bandit at level 7 on the 16th Dusk 122nd year of Ascendancy at 11:30 0 / 5Killed by thief at level 7 on the 16th Dusk 122nd year of Ascendancy at 11:42 Killed by bandit at level 7 on the 16th Dusk 122nd year of Ascendancy at 12:17 Killed by worm that walks at level 11 on the 46th Dusk 122nd year of Ascendancy at 13:32 Killed by Sawtree at level 13 on the 54th Dusk 122nd year of Ascendancy at 23:07 |
Primary Stats
Strength | 17 (base 13) |
Dexterity | 22 (base 10) |
Constitution | 32 (base 27) |
Magic | 44 (base 38) |
Willpower | 19 (base 10) |
Cunning | 24 (base 10) |
Resources
Life | -14/414 |
Insanity | 36/100 |
Healing Factor | 1.1724420161895 |
Regeneration | 1.4655525202369 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 32.963832591226 |
See Invisible | 37.963832591226 |
Offense: Mainhand
Damage | 31 |
Accuracy | 45 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19.5 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Blight | +21% |
Darkness | +11% |
Arcane | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Acid | +15% |
Defense: Base
Armour (hardiness) | 11.5 (43.579428603723%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 15 |
Physical Save | 17 |
Spell Save | 26 |
Mental Save | 20 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 9%( 70%) |
Physical | + 7%( 70%) |
Cold | + 9%( 70%) |
All | + 3%( 70%) |
Darkness | + 34%( 70%) |
Light | + 13%( 70%) |
Fire | + 17%( 70%) |
Lightning | + 8%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
Quests
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 Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 have explored the Maze and vanquished the Minotaur. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You must explore Norgos' Lair. * You must explore the Heart of the Gloom. | 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 |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 arcane / 2 fire Changes stats: +1 Str / +2 Mag / +2 Wil / +3 Cun Changes damage: +6% arcane Reduces incoming crit damage: 5.00% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +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 | ![]() Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +2 Wil Changes resistances: +5% acid / +6% fire / +5% lightning / +6% cold Mindpower: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes resistances: +3% fire Changes damage: +12% blight Critical mult.: +10.00% Stamina each turn: +2.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (242 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness / +6% blight Changes resistances penetration: +15% acid Changes damage: +11% darkness / +9% blight Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +10 (+5 eff.) Maximum stamina: +14.00 Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Dex / +4 Wil / +6 Cun / +2 Con Changes resistances penetration: +5% blight Damage against: +15% Summoned Reduced damage from: +16% Summoned Maximum mana: +20.00 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 6% chance to slow global speed by 41% One-handed war axes. |
Main armor | ![]() Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +15% acid / +10% light / +10% darkness A suit of armour made of mail. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Defense: +2 (+2 eff.) Changes stats: +2 Dex / +1 Mag / +2 Cun Changes resistances: +4% physical Mental crit. chance: +1% See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex Life regen: +1.00 Amulets make your neck look great! |
Inventory
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+9 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() hateful steel greatmaul of erosion (31-46 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +9 nature / +9 darkness Damage against: +9% Living Massive two-handed mauls. |
![]() ranger's rough leather sling of fire Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +5 fire When wielded/worn: Changes stats: +1 Dex Changes damage: +8% fire Slings are used to hurl stones or metal shots at your foes. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Physical save: +6 (+4 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) Changes resistances: +3% blight / +6% cold / +6% light Changes resistances penetration: +10% mind Physical save: +6 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() cured leather armour of spell shielding (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +6% arcane Spell save: +11 (+5 eff.) A suit of armour made of leather. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 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. |
![]() 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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: 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. |
![]() 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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
By Stef the Thalore Writhing One level 10
20th Dusk 122nd year of Ascendancy at 10:22 see stats
Log
Talent Blindside is ready to use.
Talent Virulent Disease is ready to use.
Worm that walks (servant of Stef) resists the effect 'Slow movement'!
Something hits worm that walks (servant of Stef) for 8 cold damage.
Sawtree uses Block.
Worm that walks (servant of Stef) uses Blindside.
worm that walks (servant of Stef) performs a melee critical strike against Sawtree!
worm that walks (servant of Stef) hits Sawtree for (5 blocked), 0 blight, (12 blocked), 0 physical, (5 blocked), 0 light, (5 blocked), 0 blight, (7 blocked), 0 physical, (5 blocked), 0 light, (5 blocked), 0 blight (0 total damage).
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 8.
Worm that walks (servant of Stef) starts to bleed.
Worm that walks (servant of Stef) is on fire!
Tempest of Metal performs a melee critical strike against worm that walks (servant of Stef)!
Sawtree hits worm that walks (servant of Stef) for 61 physical, 28 fire, 20 physical, 28 fire (137 total damage).
Tempest of Metal hits worm that walks (servant of Stef) for 11 physical, 28 fire, 9 physical, 28 fire (76 total damage).
White wolf hits Carrion worm mass for 8 physical damage.
Worm that walks (servant of Stef) uses Infusion: Regeneration.
Worm that walks (servant of Stef) starts regenerating health quickly.
Bleeding from Sawtree hits worm that walks (servant of Stef) for 11 physical damage.
Burning from Sawtree hits worm that walks (servant of Stef) for 38 fire damage.
Carrion worm mass bites blight poison into white wolf.
White wolf is poisoned with blight!
Carrion worm mass hits White wolf for 10 physical, 9 blight (19 total damage).
Melee retaliation hits Carrion worm mass for 13 cold damage.
Sawtree uses To The Arms.
Character control switched to Stef.
Sawtree hits Worm that walks (servant of Stef) for 38 physical, 28 fire (66 total damage).
Stef the level 13 thalore writhing one was boiled to death by Sawtree on level 2 of Old Forest.