




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 Roguelike |
Sex | Male |
Race | Yeek |
Class | Possessor |
Level / Exp | 2 / 1% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 11 (base 14) |
Dexterity | 10 (base 12) |
Constitution | 8 (base 13) |
Magic | 10 (base 10) |
Willpower | 20 (base 14) |
Cunning | 16 (base 12) |
Resources
Life | 80/87 |
Psi | 116/129 |
Healing Factor | 0.97959106305132 |
Regeneration | 0.24489776576283 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 6 |
Accuracy | 24 |
Crit Chance | 4% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 6 |
Accuracy | 24 |
Crit Chance | 4% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Fire | -10% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 0 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 6 |
Spell Save | 10 |
Mental Save | 12 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 35% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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
Psionic / Possession | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic menace | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic blows | 1.30 |
| 0/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
Quests
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You must explore the ritch tunnels. | active |
Equipment
Main armor | ![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In off hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
In main hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Inventory
![]() shatter afflictions rune (absorb 20; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 20 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() thought-forged iron battleaxe (15-22 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 15 Damage (Melee): +7 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Massive two-handed battleaxes. |
![]() iron dagger (11-14 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() elm vilestaff (10-12 power, 2 apr, blight element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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. |
![]() pouch of iron shots of accuracy (22/22, 16-19 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 22 Shots are used with slings to pummel your foes to death. |
Achievements
Log
Talent Infusion: Wild is ready to use.
Resting starts...
Jin is no longer empowered.
Talent Mind Whip is ready to use.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Assume Form is ready to use.
Talent Dominant Will is ready to use.
Rested for 38 turns (stop reason: all resources and life at maximum).
Connection to online server lost, trying to reconnect.
Connection to online server established.
Ran for 4 turns (stop reason: suffocating).
Ran for 2 turns (stop reason: suffocating).
The air bubbles are depleted!
Lore found: letter to Rolf (2)
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 2 turns (stop reason: learnt lore).
Jin uses Mind Whip.
Welcome to level 2 [Jin].
Jin has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
You collect a new ingredient: electric eel tail (1).
Jin hits Electric eel for 47 mind damage.
Jin killed Electric eel!