








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| 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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archmage |
| Level / Exp | 17 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Arnaiowa the human at level 4 on the 78th Pyre 122nd year of Ascendancy at 05:44 0 / 6Killed by Voruyara the Guardian at level 14 on the 23rd Dusk 122nd year of Ascendancy at 06:24 Killed by Voruyara the Guardian at level 14 on the 23rd Dusk 122nd year of Ascendancy at 08:40 Killed by Saluma the snow giant chieftain at level 14 on the 59th Dusk 122nd year of Ascendancy at 09:05 Killed by Saluma the snow giant chieftain at level 14 on the 59th Dusk 122nd year of Ascendancy at 10:29 Killed by Roasi the halfling at level 17 on the 68th Dusk 122nd year of Ascendancy at 22:47 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 66 (base 44) |
| Willpower | 48 (base 35) |
| Cunning | 14 (base 11) |
Resources
| Life | -115/383 |
| Mana | 258/297 |
| Healing Factor | 1.1010362694301 |
| Regeneration | 2.4773316062177 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 11 |
| Crit Chance | 12% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Arcane | +15% |
| Cold | +15% |
| All | 0% |
| Lightning | +10% |
| Light | +3% |
| Temporal | +14% |
| Darkness | +8% |
| Mind | +10% |
| Nature | +10% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +25% |
| Temporal | +10% |
| Arcane | +5% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 30 (60%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 45 |
| Mental Save | 35 |
Defense: Resistances
| Fire | + 18%( 73%) |
| Lightning | + 29%( 73%) |
| Nature | + 40%( 73%) |
| Temporal | + 8%( 73%) |
| Darkness | + 8%( 73%) |
| Arcane | + 21%( 73%) |
| Cold | + 31%( 73%) |
| All | 0%( 73%) |
Defense: Immunities
| Stun Resistance | 46% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 430 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 304 damage for 3 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 (51 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Spell / Meta | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thunderstorm |
| talent | Arcane Shield |
| talent | Shielding |
| talent | Arcane Power |
| beneficial effect | The target's spellpower has been increased by 9. Spellsurge |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Betheta the cold drake. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 3 of Old Forest) | failed |
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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | 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: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of bone giant dust. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | dreamer's pair of rough leather boots of rushing (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Wil / +3 Cun / +2 Con Physical save: +5 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | brass lantern 'Glitterbane'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +15% fire / +25% light / +5% arcane Changes damage: +3% light Maximum life: +40.00 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. |
| On head | stabilizing linen wizard hat of lightning (+15%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +15% lightning Changes damage: +10% lightning Physical save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | Amyrandil [power 252] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +18% fire / +6% cold It can be used to heals yourself and all friendly characters within 10 spaces for 252 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 18% for 2 turns. * Reduce 2 talent cooldowns by 2. * Increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 16.54 cold and 14.38 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +25% Life regen: +2.00 Rings can have magical properties. |
| Around waist | spiritwalker's rough leather belt of transcendencePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag Physical save: +6 (+2 eff.) Mana each turn: +0.12 Maximum mana: +20.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | magelord's ash magestaff of invocation (15-18 power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 18 arcane Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +20.00 Spellpower: +17 (+6 eff.) Spell crit. chance: +2% It can be used to conjure elemental energy in a radius 4 cone, dealing 23.79 to 28.54 arcane damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | resilient linen cloak of the guardian (7 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +7 (+4 eff.) Physical save: +11 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +11 (+5 eff.) 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. |
| Around neck | Unruvor the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+3 eff.) Changes resistances: +14% lightning Changes resistances cap: +3% all Changes damage: +6% temporal Grants telepathy: Demon/Minor Demon/Major Physical save: +24 (+8 eff.) Spell save: +11 (+4 eff.) Mental save: +12 (+5 eff.) Stun/Freeze immunity: +21% Equilibrium when hit: +0.12 Mental crit. chance: +3% Amulets can have magical properties. |
Inventory
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 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 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. |
Achievements
Level 10
Got a character to level 10.By Skeletor the Skeleton Archmage level 10
6th Flare 122nd year of Ascendancy at 10:44 see stats
The Arena
Unlocked Arena mode.By Skeletor the Skeleton Archmage level 8
1st Summertide 122nd year of Ascendancy at 21:38 see stats
The secret city
Discovered the truth about mages.By Skeletor the Skeleton Archmage level 5
5th Mirth 122nd year of Ascendancy at 12:33 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Skeletor the Skeleton Archmage level 13
4th Dusk 122nd year of Ascendancy at 12:24 see stats
Log
Bogujaol the halfling's spell attains critical power!
Bogujaol the halfling is wasting away!
Roasi the halfling casts Arcane Reconstruction.
Roasi the halfling's spell attains critical power!
Roasi the halfling's aether beam hits Skeletor for (8 absorbed), 0 arcane (0 total damage).
Roasi the halfling receives 486 healing.
Roasi the halfling's aether beam hits Skeletor for (8 absorbed), 0 arcane (0 total damage).
Roasi the halfling's aether beam hits Skeletor for (8 absorbed), 0 arcane (0 total damage).
Roasi the halfling's aether beam hits Skeletor for (8 absorbed), 0 arcane (0 total damage).
Roasi the halfling's aether beam hits Skeletor for (8 absorbed), 0 arcane (0 total damage).
Roasi the halfling's aether beam hits Skeletor for (8 absorbed), 0 arcane (0 total damage).
Roasi the halfling's aether beam hits Skeletor for (8 absorbed), 0 arcane (0 total damage).
Roasi the halfling's aether beam hits Skeletor for (8 absorbed), 0 arcane (0 total damage).
Roasi the halfling's aether beam hits Skeletor for (8 absorbed), 0 arcane (0 total damage).
Bogujaol the halfling loses 3 health to the entropy.
Skeletor casts Chain Lightning.
Bogujaol the halfling's void star absorbs the damage from Skeletor, converting it into entropy!
Bogujaol the halfling tries to evade attacks.
Skeletor's spell attains critical power!
Skeletor is surging arcane power.
Skeletor hits Something for 358 lightning damage.
Skeletor hits Bogujaol the halfling for (112 to entropy), 133 lightning (133 total damage).
Roasi the halfling's aether beam hits Skeletor for (8 absorbed), 0 arcane (0 total damage).
Bogujaol the halfling casts Netherblast.
Your shield crumbles under the damage!
The shield around Skeletor crumbles.
Roasi the halfling casts Manathrust.
Roasi the halfling's spell attains critical power!
Saving game...


































































