










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!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 | Cornac |
| Class | Possessor |
| Level / Exp | 19 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by black jelly at level 9 on the 1st Flare 122nd year of Ascendancy at 04:53 0 / 7Killed by bandit lord at level 11 on the 1st Dusk 122nd year of Ascendancy at 23:29 Killed by skeleton warrior at level 11 on the 2nd Dusk 122nd year of Ascendancy at 02:48 Killed by luminous horror at level 17 on the 1st Haze 122nd year of Ascendancy at 16:58 Killed by corrupted sand-drake at level 18 on the 20th Haze 122nd year of Ascendancy at 13:19 Killed by Bethamina the green ooze at level 18 on the 21st Haze 122nd year of Ascendancy at 23:52 Killed by Xivena the alchemist golem at level 19 on the 44th Haze 122nd year of Ascendancy at 04:39 |
Primary Stats
| Strength | 45 (base 41) |
| Dexterity | 12 (base 12) |
| Constitution | 32 (base 26) |
| Magic | 13 (base 10) |
| Willpower | 45 (base 28) |
| Cunning | 19 (base 12) |
Resources
| Life | -88/337 |
| Psi | 14/226 |
| Healing Factor | 1.1636342826457 |
| Regeneration | 7.2727142665358 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -5% |
| Spell | 0% |
| Global | +89.731273709376% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 38 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | -38% |
| Light | -41% |
| Temporal | -41% |
| Physical | -51% |
| Arcane | -45% |
| Cold | -6% |
| All | -51% |
Offense: Damage Penetration
| Light | +5% |
| Physical | +13% |
Defense: Base
| Armour (hardiness) | 2.4239440765785 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 20 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 26%( 70%) |
| Cold | + 69%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 4%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Disarm Resistance | 29% |
| Confusion Resistance | 0% |
| Fear Resistance | 0% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 188 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% 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: 19 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 187 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Possession | 1.50 |
| 5/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Psychic blows | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Force Shield |
| talent | Chant of Fortitude |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is reeling from the aftershock of a destroyed possessed body, reducing damage by 60%, reducing movement speed by 50%. Possession Aftershock |
| detrimental effect | The target is in despair, reducing their armour, defence, mindsave and mind resist by 13. Despair |
| detrimental effect | The target's has a cursed wound, reducing healing by 40%. Cursed Wound |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-11% global speed). Solipsism |
| detrimental effect | The target has been harassed by its stalker, reducing damage by 51%. Harassed |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by wolf. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 have explored the Sandworm Lair and vanquished their Queen. * 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'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 41. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 8.85 to 26.56 lightning damage (17.70 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | overpowered elm wand of shielding [power 158] (11/25 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | LayettaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Changes resistances: +9% mind / +10% temporal Changes damage: +6% arcane / +10% temporal Rings can have magical properties. |
| On fingers | pixie's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Mag Stun/Freeze immunity: +20% Life regen: +2.00 Spellpower: +7 (+3 eff.) Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused 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. |
| In main hand | Frostkiss the voratun battleaxe (60-90 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 60.0 - 90.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage Damage (Melee): +38 cold Damage (radius 1) on hit: +4 cold When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +6 Con Changes resistances: +3% light Changes resistances penetration: +13% physical Disarm immunity: +29% Knockback immunity: +20% Maximum life: +40.00 Healing mod.: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed battleaxes. |
| On hands | Poxnoon the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 46% Damage (Melee): 5 lightning Changes resistances: +6% lightning / +6% cold / +6% light / +3% nature Changes resistances penetration: +5% light Changes damage: +3% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Marderegokhad the reinforced leather armour (12 def, 10 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +12 (+7 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Changes resistances: +19% lightning / +3% light / +11% cold / +6% fire / +5% acid Allows you to breathe in: water Life regen: +4.00 Maximum life: +20.00 Healing mod.: +10% A suit of armour made of leather. |
| Cloak | linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Physical save: +6 (+3 eff.) Mental save: +6 (+3 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 | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+9 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Skyshine =Keep for skills=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +8 Dex / +3 Mag / +4 Cun / +2 Con / +7 Lck Changes resistances: +8% cold / +7% fire Changes damage: +3% lightning Trap disarming bonus: +16 Stealth bonus: +7 Physical save: +9 (+4 eff.) Mindpower: +8 (+4 eff.) Infravision radius: +4 A belt that goes around your waist. |
Eye of the Dreaming One =If sleep=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 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
Exterminator
Killed 1000 creatures.By Orcon the Cornac Possessor level 18
21st Haze 122nd year of Ascendancy at 22:41 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Orcon the Cornac Possessor level 17
2nd Haze 122nd year of Ascendancy at 14:49 see stats
Level 10
Got a character to level 10.By Orcon the Cornac Possessor level 10
3rd Flare 122nd year of Ascendancy at 18:15 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Orcon the Cornac Possessor level 15
56th Dusk 122nd year of Ascendancy at 15:48 see stats
That was close
Killed your target while having only 1 life left.By Orcon the Cornac Possessor level 9
2nd Summertide 122nd year of Ascendancy at 22:30 see stats
The Arena
Unlocked Arena mode.By Orcon the Cornac Possessor level 10
9th Flare 122nd year of Ascendancy at 11:41 see stats
The secret city
Discovered the truth about mages.By Orcon the Cornac Possessor level 13
14th Dusk 122nd year of Ascendancy at 17:53 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Orcon the Cornac Possessor level 17
1st Time of Equilibrium 122nd year of Ascendancy at 01:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Orcon the Cornac Possessor level 17
2nd Haze 122nd year of Ascendancy at 08:58 see stats
Unstoppable
Returned from the dead.By Orcon the Cornac Possessor level 18
21st Haze 122nd year of Ascendancy at 23:52 see stats
Log
Orcon's ice storm area effect hits Bethorin the golem for 24 cold damage.
Bethorin the golem uses Slash.
Your shield crumbles under the damage!
The shield around Orcon crumbles.
Orcon has a cursed wound!
Orcon is being stalked by Bethorin the golem!
Orcon converts some damage to Psi!
Bethorin the golem hits Orcon for (187 absorbed), 4 to psi, 22 physical, 2 to psi, 9 lightning (37 total damage).
Force Shield hits Bethorin the golem for 11 mind, 22 cold, 3 lightning, 11 arcane, 8 light, 2 cold (58 total damage).
Orcon hits Bethorin the golem for 8 lightning damage.
Orcon uses Unleashed Mind.
Orcon performs a melee critical strike against Golem!
Orcon hits Something for 7 light, 2 cold, 14 lightning (24 total damage).
Orcon hits Golem for 128 mind damage.
Orcon hits Bethorin the golem for 60 mind, 22 cold, 3 lightning, 11 arcane, 8 light, 2 cold, 16 lightning (123 total damage).
Bethorin the golem uses Harass Prey.
Orcon has been harassed.
Orcon's Possession Talent 1 is disrupted!
Orcon's Psionic Minion is disrupted!
Orcon killed Golem!
Orcon converts some damage to Psi!
Bethorin the golem hits Orcon for 10 to psi, 53 physical, 2 to psi, 9 lightning, 2 to psi, 12 physical (88 total damage).
Force Shield hits Bethorin the golem for 5 mind, 15 cold, 2 lightning, 6 arcane, 4 light (31 total damage).
Force Shield killed Bethorin the golem!
Orcon hits Emelethra the alchemist golem for 4 lightning damage.
Orcon stops regenerating health quickly.
Xivena the alchemist golem casts Eye Beam.
Saving game...








































