










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 | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Writhing One |
Level / Exp | 14 / 99% |
Size | medium |
Lifes / Deaths | Killed by Isletta the elven tempest at level 14 on the 4th Dusk 122nd year of Ascendancy at 19:54 / 1 |
Primary Stats
Strength | 40 (base 26) |
Dexterity | 21 (base 10) |
Constitution | 20 (base 13) |
Magic | 41 (base 39) |
Willpower | 17 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | -105/450 |
Mana | 48/213 |
Insanity | 54/100 |
Healing Factor | 1.0870588855781 |
Regeneration | 0.27176472139452 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 7 |
See Stealth | 19.433042497527 |
See Invisible | 31.433042497527 |
Offense: Mainhand
Damage | 51 |
Accuracy | 46 |
Crit Chance | 8% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Mind | +15% |
Nature | +6% |
Physical | +20% |
Cold | +11% |
All | 0% |
Defense: Base
Armour (hardiness) | 9.5 (43.579428603723%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 12 |
Physical Save | 26 |
Spell Save | 23 |
Mental Save | 16 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 6%( 70%) |
Physical | + 11%( 70%) |
Cold | + 25%( 70%) |
All | 0%( 70%) |
Darkness | 0%( 70%) |
Light | 0%( 70%) |
Temporal | + 3%( 70%) |
Lightning | + 10%( 70%) |
Fire | + 6%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 21% |
Bleed Resistance | 100% |
Disarm Resistance | 52% |
Fear Resistance | 100% |
Stun Resistance | 25% |
Poison Resistance | 100% |
Knockback Resistance | 41% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 201 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Constitution stat. |
Class Talents
Demented / Horrific body | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
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 Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by thief. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the worried loremaster from death by ritch flamespitter. Escort: worried loremaster (level 3 of Trollmire) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * '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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Damage when hit (Melee): 6 fire Changes stats: +2 Mag / +2 Wil Changes damage: +3% lightning Reduces incoming crit damage: 5.00% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Dex Changes resistances: +3% acid / +11% physical / +6% blight / +3% fire / +3% temporal / +3% cold Changes damage: +11% physical A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +2 Str Changes resistances: +11% nature Changes damage: +6% nature Maximum psi: +10.00 See invisible: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% fire / +22% cold Changes damage: +15% mind / +11% cold Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) Knockback immunity: +20% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great! |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +15 (+8 eff.) Changes stats: +1 Dex Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +7% Living When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +7 Con / +5 Wil Changes resistances: +9% acid Spell save: +3 (+1 eff.) Maximum life: +27.00 Sharp, long, and deadly. |
On hands | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str Physical save: +5 (+2 eff.) Mental save: +6 (+5 eff.) Disarm immunity: +22% 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 | ![]() Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% acid Changes damage: +9% physical Disarm immunity: +10% Only die when reaching: -60.00 life A suit of armour made of mail. |
Cloak | ![]() Powered 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 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% lightning Stun/Freeze immunity: +25% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() savage's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Spell save: +10 (+5 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
![]() acidic iron greatsword of phasing (14-23 power, 11 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +11 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 Damage Shield penetration (this weapon only): +16% Massive two-handed swords. |
![]() pair of iron boots 'Searsaw' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +3% blight / +12% fire / +3% lightning Changes resistances penetration: +5% blight Changes damage: +12% blight Stamina each turn: +0.40 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of rough leather boots 'Hathigen' (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Mag / +2 Wil / +1 Cun Changes resistances: +5% arcane / +3% temporal Changes resistances penetration: +20% mind Mindpower: +15 (+8 eff.) It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane 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. |
![]() rough leather cap 'Xyrera' (15 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+8 eff.) Fatigue: +1% Changes stats: +1 Cun / +2 Wil Changes damage: +3% mind Silence immunity: +20% Teleport immunity: +10% Infravision radius: +1 A cap made of leather. |
![]() impenetrable iron mail armour of cold resistance (2 def, 10 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% cold A suit of armour made of mail. |
![]() wrathful iron shield of resistance (0 def, 2 armour, 21 block) Requires: - Shield usage training - Strength 11 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% On shield block: * Deals 99 light and fire damage to each enemy blocked Changes resistances: +5% acid / +6% light / +11% fire / +5% cold / +6% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() 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: 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 Oddeye the Skeleton Writhing One level 10
8th Mirth 122nd year of Ascendancy at 13:27 see stats
By Oddeye the Skeleton Writhing One level 11
3rd Summertide 122nd year of Ascendancy at 22:18 see stats
By Oddeye the Skeleton Writhing One level 11
10th Mirth 122nd year of Ascendancy at 19:34 see stats
By Oddeye the Skeleton Writhing One level 5
1st Mirth 122nd year of Ascendancy at 18:55 see stats
By Oddeye the Skeleton Writhing One level 13
5th Flare 122nd year of Ascendancy at 04:10 see stats
Log
Tentacle Constriction from Oddeye hits Isletta the elven tempest for (44 absorbed), 0 darkness (0 total damage).
Oddeye is not dazed anymore.
Oddeye is dazed!
Talent Lash Out is ready to use.
Isletta the elven tempest's Soul Rot hits Oddeye for 216 blight damage.
Isletta the elven tempest receives 82 healing from Isletta the elven tempest's healing light area effect.
Oddeye hits Yvenn the mean looking elven guard for 21 physical, 5 darkness, 43 darkness (69 total damage).
Oddeye is not dazed anymore.
Yvenn the mean looking elven guard hits Oddeye for 11 physical, 8 arcane, 3 physical, 3 acid, 6 fire (30 total damage).
Melee retaliation hits Yvenn the mean looking elven guard for 9 fire damage.
Isletta the elven tempest casts Searing Light.
Isletta the elven tempest's spell attains critical power!
Isletta the elven tempest hits Oddeye for 106 light damage.
Thunderstorm hits Oddeye for 7 lightning damage.
Tentacle Constriction from Oddeye hits Isletta the elven tempest for (106 absorbed), 0 darkness (0 total damage).
Isletta the elven tempest's light area effect hits Oddeye for 56 light damage.
Oddeye casts Carrion Feet.
Oddeye casts Lash Out.
The shield around Isletta the elven tempest crumbles.
Isletta the elven tempest shrugs off the effect 'Dazed'!
Yvenn the mean looking elven guard is dazed!
Yvenn the mean looking elven guard is not dazed anymore.
Oddeye hits Yvenn the mean looking elven guard for 160 darkness, 93 physical, 9 darkness (262 total damage).
Oddeye hits Isletta the elven tempest for (19 absorbed), 158 darkness (158 total damage).
Isletta the elven tempest casts Drain.
Isletta the elven tempest hits Oddeye for 91 blight damage.
Oddeye the level 14 skeleton writhing one was fouled to death by Isletta the elven tempest on level 1 of Rhaloren Camp.
Isletta the elven tempest is free from the tentacle constriction.