





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.
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Campaign | --- |
Mode | --- --- |
Sex | Male |
Race | Horror |
Class | Eldritch |
Level / Exp | 26 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 38 (base 36) |
Dexterity | 15 (base 12) |
Constitution | 15 (base 12) |
Magic | 52 (base 44) |
Willpower | 18 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 566/619 |
Hate | 100/100 |
Vim | 130/130 |
Healing Factor | 0.76054054054054 |
Regeneration | 3.8027027027027 |
Speed
Mental | -20% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | -20% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 10 |
See Invisible | 30 |
Offense: Mainhand
Damage | 44 |
Accuracy | 46 |
Crit Chance | 4% |
APR | 10 |
Speed | 1.25 |
Offense: Offhand
Damage | 23 |
Accuracy | 46 |
Crit Chance | 5% |
APR | 10 |
Speed | 1.25 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 5% |
Speed | 1.25 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Light | -44% |
Nature | -36% |
Mind | -36% |
Arcane | -45% |
Cold | -43% |
All | -54% |
Offense: Damage Penetration
Lightning | +10% |
Physical | +8% |
Arcane | +10% |
Cold | +7% |
All | 0% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 29 |
Mental Save | 26 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Cold | + 66%(100%) |
All | + 19%(100%) |
Light | + 45%(100%) |
Temporal | + 24%(100%) |
Mind | + 21%(100%) |
Fire | -22%(100%) |
Nature | + 48%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Silence Resistance | 23% |
Bleed Resistance | 20% |
Blind Resistance | 100% |
Inscriptions (1/2)
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 60 life over 5 turns. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Rot | 0.80 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
talent | Infestation |
talent | Worm that Walks Link |
talent | Ruin |
beneficial effect | Linked to their horror ally gaining 19% all damage resistance. Shared Insanity |
Quests
Equipment
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 2 light Changes stats: +3 Dex Changes damage: +6% arcane It can be used to fire a magical bolt dealing 88 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% 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 stats: +3 Mag Spell save: +6 (+3 eff.) Silence immunity: +23% Mana each turn: +0.10 Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Fatigue: -10% Effects on melee hit: * 10% chance to reduce all saves and defense by 18 Changes resistances: +36% nature / +9% light Changes damage: +18% mind / +18% nature / +6% all Maximum encumbrance: +30 Spellpower: +12 (+3 eff.) Mindpower: +16 (+8 eff.) Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane / 4 blight Changes stats: +5 Mag / +8 Wil Critical mult.: +10.00% Mental save: +18 (+9 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +54.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A belt that goes around your waist. |
Main armor | ![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +6% temporal / +19% cold Changes resistances penetration: +10% arcane Changes damage: +3% arcane Physical save: +3 (+1 eff.) Cut immunity: +20% Life regen: +4.00 Maximum life: +57.00 Healing mod.: +22% A suit of armour made of leather. |
In off hand | ![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 blight When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Damage when hit (Melee): 10 blight Changes resistances: +3% light Changes resistances penetration: +8% physical Light radius: +1 Damage Shield penetration: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% One-handed war axes. |
In main hand | ![]() Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 116% Range: 1.4x 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% On weapon hit: * 20% chance to reduce armor by 38% Damage (Melee): +4 acid / +8 fire Damage (radius 1) on hit: +11 fire Damage (radius 2) on crit: +16 lightning / +5 cold When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 38% Changes resistances penetration: +10% lightning / +7% cold Movement speed: +20% Sharp, long, and deadly. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 360 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +5 Changes resistances penetration: +7% physical Sharp, short and deadly. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 nature Damage (radius 2) on crit: +12 lightning When wielded/worn: Changes resistances: +15% acid / +18% lightning Changes damage: +12% lightning / +9% light Sharp, long, and deadly. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 44% When wielded/worn: Armour: +2 Changes resistances: +9% cold Physical save: +12 (+6 eff.) Disease immunity: +10% Maximum life: +20.00 Sharp, long, and deadly. |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 Damage (Melee): +8 light When wielded/worn: Changes resistances: +6% blight / +6% cold / +15% mind / +3% darkness Mental save: +3 (+1 eff.) Healing mod.: +5% Sharp, long, and deadly. |
![]() Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +14% blight / +7% cold / +14% darkness / +5% acid Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+8 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Achievements
Log
Akehir, the Writhing One stops regenerating health quickly.
Akehir, the Writhing One uses Infusion: Regeneration.
Akehir, the Writhing One starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Akehir, the Writhing One stops regenerating health quickly.
Akehir, the Writhing One uses Infusion: Regeneration.
Akehir, the Writhing One starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Akehir, the Writhing One stops regenerating health quickly.
Akehir, the Writhing One uses Infusion: Regeneration.
Akehir, the Writhing One starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Akehir, the Writhing One stops regenerating health quickly.
There is an entrance to the Sher'Tul ruins here (press '' or right click to use).
Ran for 41 turns (stop reason: at exit).
Akehir, the Writhing One wears (replacing hardened leather belt of unlife): Mighty Girdle.
Character control switched to worm that walks (servant of Akehir, the Writhing One).
Worm that walks (servant of Akehir, the Writhing One) wears (replacing radiant steel mail armour of the deep (2 def, 8 armour)): cured leather armour 'Fulufast' (6 def, 4 armour).
There is no way out of this level here.
There is no way out of this level here.
Akehir, the Writhing One deactivates Chaos Orbs.
Akehir, the Writhing One deactivates Premonition.
Akehir, the Writhing One deactivates Daunting Presence.
Worm that walks (servant of Akehir, the Writhing One) deactivates Worm that Walks Link.
Worm that walks (servant of Akehir, the Writhing One) deactivates Infestation.
Worm that walks (servant of Akehir, the Writhing One) deactivates Ruin.