











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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 Roguelike |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 9 / 51% |
Size | medium |
Lifes / Deaths | Killed by Betamirin the honey tree at level 9 on the 45th Dusk 122nd year of Ascendancy at 19:46 / 1 |
Primary Stats
Strength | 32 (base 22) |
Dexterity | 10 (base 10) |
Constitution | 32 (base 22) |
Magic | 27 (base 22) |
Willpower | 11 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -8/327 |
Insanity | 100/100 |
Healing Factor | 1.1724420161895 |
Regeneration | 0.29311050404738 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 25.532340182512 |
See Invisible | 32.532340182512 |
Offense: Mainhand
Damage | 46 |
Accuracy | 35 |
Crit Chance | 5% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Defense: Base
Armour (hardiness) | 20.551211628464 (73.607947236566%) |
Defense | 1 |
Ranged Defense | 1 |
Fatigue | 25 |
Physical Save | 22 |
Spell Save | 13 |
Mental Save | 14 |
Defense: Resistances
Acid | + 25%( 70%) |
Light | + 16%( 70%) |
Darkness | + 15%( 70%) |
Cold | + 26%( 70%) |
Fire | + 11%( 70%) |
All | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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.' | active |
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 |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +7 Str +1 Cun dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 ---------- misc See.Invis +9 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. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Apr +1 Melee Ret 4 fire ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold Phys.save +3 (+2 eff.) A cap made of leather. |
Tool | ![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great! |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +16% cold +11% light +10% darkness A suit of armour made of metal plates. |
In main hand | ![]() 3.0 T2 waraxe 1H weapon [Ego] Master/Psionic Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 mind On Hit: * 12% chance to reduce all saves and defense by 7 While equipped: Stats +1 Cun +1 Wil One-handed war axes. |
Cloak | ![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+6 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +5 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. |
Inventory
![]() 3.0 T1 battleaxe 2H weapon [Rare] Arcane Power 14.5 - 21.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +16 blight While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +1% Spell.pwr +7 (+4 eff.) S.pwr/crit +2 Massive two-handed battleaxes. |
![]() 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Phasing +11% Sharp, short and deadly. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 16 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +5% darkness ----- def ----- Defense +9 (+9 eff.) Resists +3% nature +12% fire Stealth +6 A belt that goes around your waist. |
![]() 2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +7% all +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid +3% darkness Melee Ret 4 temporal ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +6% arcane Spell.save +10 (+8 eff.) A suit of armour made of metal plates. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Cornac Demented performs a melee critical strike against Bee swarm!
Bee swarm bites poison into Cornac Demented.
Bee swarm misses Cornac Demented.
Betamirin the honey tree converts some damage to Psi!
Cornac Demented hits Bee swarm for 78 darkness damage.
Cornac Demented hits Thought-forged bowman for 38 darkness damage.
Cornac Demented hits Betamirin the honey tree for 6 to psi, 17 physical, 1 to psi, 2 mind, 17 to psi, 44 darkness (86 total damage).
Cornac Demented killed Bee swarm!
Betamirin the honey tree is less vulnerable.
Betamirin the honey tree uses Dream Smith's Hammer.
Thought-forged bowman shoots!
Betamirin the honey tree converts some damage to Psi!
Melee retaliation hits Betamirin the honey tree for 1 to psi, 3 fire (4 total damage).
Betamirin the honey tree hits Cornac Demented for 35 physical, 2 acid, 2 lightning (39 total damage).
Thought-forged bowman's Shoot hits Cornac Demented for 23 physical, 9 cold (31 total damage).
Melee retaliation hits Bee swarm for 3 fire damage.
Bee swarm hits Cornac Demented for 5 physical damage.
Melee retaliation hits Bee swarm for 3 fire damage.
Bee swarm hits Cornac Demented for 5 physical damage.
Poison from Bee swarm hits Cornac Demented for 4 nature damage.
Betamirin the honey tree uses Hammer Toss.
Thought-forged bowman shoots!
Cornac Demented hits Bee swarm for 48 physical damage.
Cornac Demented killed Bee swarm!
Thought-forged bowman's Shoot hits Cornac Demented for 20 physical, 9 cold (29 total damage).
Betamirin the honey tree converts some damage to Psi!
Melee retaliation hits Betamirin the honey tree for 1 to psi, 4 fire (5 total damage).
Betamirin the honey tree's Hammer Toss hits Cornac Demented for 24 physical damage.
Cornac Demented the level 9 cornac writhing one was raked to death by Betamirin the honey tree on level 3 of Trollmire.