








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/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 | Cornac |
| Class | Writhing One |
| Level / Exp | 28 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks (servant of gus) at level 14 on the 1st Summertide 122nd year of Ascendancy at 04:14 0 / 8Killed by Weirdling Beast at level 14 on the 1st Summertide 122nd year of Ascendancy at 04:22 Killed by shadow at level 14 on the 1st Summertide 122nd year of Ascendancy at 05:21 Killed by storm drake at level 23 on the 5th Allure 123rd year of Ascendancy at 12:47 Killed by Xanagata the minotaur at level 23 on the 7th Allure 123rd year of Ascendancy at 06:33 Killed by The Glass Golem at level 24 on the 8th Allure 123rd year of Ascendancy at 10:39 Killed by Emelulenne the armoured skeleton warrior at level 26 on the 9th Regrowth 123rd year of Ascendancy at 13:43 Killed by gus's Inner Demon at level 28 on the 30th Regrowth 123rd year of Ascendancy at 20:32 |
Primary Stats
| Strength | 30 (base 30) |
| Dexterity | 37 (base 26) |
| Constitution | 46 (base 38) |
| Magic | 60 (base 33) |
| Willpower | 24 (base 15) |
| Cunning | 39 (base 11) |
Resources
| Life | -169/782 |
| Insanity | 19/100 |
| Healing Factor | 1.3567804250994 |
| Regeneration | 0.33919510627484 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +121.88948431535% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 45.123448791434 |
| See Invisible | 45.123448791434 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 52 |
| Crit Chance | 19% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +9% |
| Cold | +11% |
| All | 0% |
| Darkness | +12% |
| Light | +19% |
| Temporal | +18% |
| Lightning | +36% |
| Mind | +15% |
| Nature | +15% |
Offense: Damage Penetration
| Mind | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 23 (87.718496631565%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 42 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 33%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 35%( 70%) |
| Light | + 40%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Disarm Resistance | 30% |
| Pinning Resistance | 31% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 32% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 167 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 290.28 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Demented / Disfigured face | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 37. | 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 mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vial of elder vampire blood. * You've found the needed length of troll intestine. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Unlighthack the pair of iron boots (2 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +1 Dex Changes resistances: +9% darkness / +3% fire Changes resistances penetration: +10% mind Changes damage: +12% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
| Tool | Sunreaper the ash totem of summon tentacle [power 155] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +9% light Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +2 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 402 Base Damage: 167 Armor: 4 All Resist: 14 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 38. * Reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
| On fingers | stralite ring 'Nimbuswinnow'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil / +7 Cun / +3 Con Changes damage: +21% lightning Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Disarm immunity: +30% Pinning immunity: +31% Knockback immunity: +32% Maximum life: +40.00 Mindpower: +13 (+5 eff.) Rings make your fingers look great! |
| Around neck | Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-7 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Spelldrinker (27-35 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Str, 70% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
| 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 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% 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. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(75 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Around waist | hardened leather belt 'Earelarand'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 6 arcane Changes stats: +4 Wil Changes damage: +9% blight / +18% temporal Maximum encumbrance: +39 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+5 eff.) A belt that goes around your waist. |
Inventory
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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 gus the Cornac Writhing One level 18
38th Haze 122nd year of Ascendancy at 03:30 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By gus the Cornac Writhing One level 28
24th Regrowth 123rd year of Ascendancy at 06:22 see stats
Level 10
Got a character to level 10.By gus the Cornac Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 15:47 see stats
Level 20
Got a character to level 20.By gus the Cornac Writhing One level 20
1st Allure 123rd year of Ascendancy at 08:30 see stats
Poisonous
Sided with the assassin lord.By gus the Cornac Writhing One level 18
3rd Dusk 122nd year of Ascendancy at 12:28 see stats
Size is everything
Did over 1500 damage in one attack.By gus the Cornac Writhing One level 26
13rd Regrowth 123rd year of Ascendancy at 06:03 see stats
Size matters
Did over 600 damage in one attack.By gus the Cornac Writhing One level 11
6th Mirth 122nd year of Ascendancy at 10:52 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By gus the Cornac Writhing One level 24
2nd Regrowth 123rd year of Ascendancy at 23:39 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By gus the Cornac Writhing One level 13
8th Mirth 122nd year of Ascendancy at 08:53 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By gus the Cornac Writhing One level 26
14th Regrowth 123rd year of Ascendancy at 05:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By gus the Cornac Writhing One level 17
8th Flare 122nd year of Ascendancy at 11:40 see stats
You were not supposed to see that!
Read a Forbidden Tome.By gus the Cornac Writhing One level 11
4th Mirth 122nd year of Ascendancy at 11:42 see stats
Log
Gus casts Shed Skin.
A shield forms around gus.
gus misses Something.
Melee retaliation hits gus for (10 absorbed), 0 nature, (2 absorbed), 0 nature, (3 absorbed), 0 arcane (0 total damage).
gus hits Something for (107 absorbed), 0 darkness, (9 absorbed), 0 light (0 total damage).
Something performs a melee critical strike against gus!
Gus shrugs off Something's 'Weakness Disease'!
Something hits gus for (185 absorbed), 0 darkness, (9 absorbed), 0 light (0 total damage).
Gus succumbs to the nightmare!
Gus is no longer suffering from insomnia.
Gus recovers sight.
Talent Infusion: Regeneration is ready to use.
Your shield crumbles under the damage!
The shield around gus crumbles.
Something hits gus for (124 absorbed), 149 temporal (149 total damage).
Poison from Gus's Inner Demon hits gus for (4 absorbed), 0 nature (0 total damage).
Waking Nightmare from Dehanroi the human hits gus for (19 absorbed), 0 darkness (0 total damage).
Gus uses Infusion: Regeneration.
Gus starts regenerating health quickly.
Leveb the krog is no longer attuned.
Serg the dwarf is free from the weakness disease.
Serg the dwarf misses gus.
Gus's Inner Demon casts Diseased Tongue.
Gus's Inner Demon's spell attains critical power!
Gus's Inner Demon performs a melee critical strike against gus!
Gus shrugs off Gus's Inner Demon's 'Rotting Disease'!
Melee retaliation hits Gus's Inner Demon for (3 absorbed), 0 arcane, (2 absorbed), 0 nature, (9 absorbed), 0 nature (0 total damage).
Gus's Inner Demon hits gus for 218 darkness damage.
gus the level 28 cornac writhing one was shadowed to death by a gus's Inner Demon on level 1 of Ambush!.































































