











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 | Nightmare Roguelike |
Sex | Male |
Race | Higher |
Class | Writhing One |
Level / Exp | 15 / 27% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 17 (base 13) |
Dexterity | 11 (base 10) |
Constitution | 15 (base 13) |
Magic | 53 (base 40) |
Willpower | 15 (base 10) |
Cunning | 31 (base 25) |
Resources
Life | 487/487 |
Insanity | 29/100 |
Healing Factor | 1.2560311219417 |
Regeneration | 5.0869260438641 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 6 |
See Stealth | 30.465374305457 |
See Invisible | 30.465374305457 |
Offense: Mainhand
Damage | 23 |
Accuracy | 43 |
Crit Chance | 14% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +27% |
Arcane | +4% |
All | 0% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 3 |
Physical Save | 18 |
Spell Save | 33 |
Mental Save | 29 |
Defense: Resistances
Darkness | + 48%( 70%) |
Light | + 10%( 70%) |
Physical | + 9%( 70%) |
Mind | + 17%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 23% |
Confusion Resistance | 42% |
Knockback Resistance | 20% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
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 181 damage for 3 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 55 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. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 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
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
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 |
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 injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Magic 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 warg claw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Damage when hit (Melee): 2 fire Changes resistances: +2% physical Reduces incoming crit damage: 5.00% Confusion immunity: +20% Life regen: +1.00 Healing mod.: +10% A pair of boots made of leather. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Physical crit. chance: +3.0% Changes stats: +2 Con Maximum life: +43.00 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. |
On head | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +18% darkness Changes damage: +12% darkness Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +24.00 Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.80 Healing mod.: +11% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 15 Damage (Melee): +7 light / +5 mind Damage against: +6% Undead When wielded/worn: Changes stats: +1 Cun / +2 Wil One-handed war axes. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 darkness Changes stats: +2 Mag Changes resistances: +8% darkness Changes damage: +4% arcane / +3% darkness 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. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% darkness / +7% all Changes damage: +12% darkness Spell save: +16 (+8 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes resistances: +3% light Critical mult.: +5.00% Mental save: +9 (+4 eff.) Hate when firing a critical mind attack: +4.00 Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% mind Confusion immunity: +22% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 629% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 |
![]() crystalline dagger Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Accuracy bonus: +0.2% crit chance (max 25%) Weapon Damage: PHYSICAL, blight, fire |
![]() steel dagger Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Accuracy bonus: +0.2% crit chance (max 25%) Weapon Damage: PHYSICAL, darkness |
![]() iron dagger (97% power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 97% Range: 1.3x 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. |
![]() iron dagger Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Accuracy bonus: +0.2% crit chance (max 25%) Weapon Damage: PHYSICAL It can cause special effects when it strikes in combat. |
![]() iron greatmaul Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Weapon Damage: PHYSICAL, blight It can cause special effects when it strikes in combat. |
![]() iron mace Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Weapon Damage: PHYSICAL |
![]() mossy mindstar Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Weapon Damage: NATURE |
![]() elm magestaff Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Weapon Damage: PHYSICAL |
![]() elm magestaff Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Weapon Damage: PHYSICAL |
![]() twisted rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 |
![]() rough leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 |
![]() jewel-encrusted rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 |
![]() rough leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 |
![]() linen cloak Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 |
![]() flawless pair of iron boots Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 lightning Changes stats: +3 Dex / +1 Wil / +1 Cun Changes resistances: +6% nature / +7% cold Allows you to breathe in: water A cap made of leather. |
![]() silvered linen wizard hat Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 |
![]() flawless rough leather cap Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 |
![]() rough leather armour Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 |
![]() thick coral plate Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 |
![]() 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 166 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. |
![]() iron torque of gale force [power 100] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Poxulitis the Higher Writhing One level 10
36th Dusk 122nd year of Ascendancy at 19:15 see stats
By Poxulitis the Higher Writhing One level 10
36th Dusk 122nd year of Ascendancy at 19:13 see stats
By Poxulitis the Higher Writhing One level 9
6th Mirth 122nd year of Ascendancy at 19:35 see stats
By Poxulitis the Higher Writhing One level 5
79th Pyre 122nd year of Ascendancy at 15:26 see stats
Log
Melee retaliation hits Poxulitis for (1 absorbed), 0 fire, (1 absorbed), 0 fire (0 total damage).
Poxulitis hits Elven guard for 27 physical damage.
Poxulitis killed Elven guard!
Talent Lash Out is ready to use.
Poxulitis picks up (j.): elm magestaff.
The shield around Poxulitis crumbles.
The shield around worm that walks (servant of Poxulitis) crumbles.
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Talent Tendrils Eruption is ready to use.
There is a previous level here (press '' or right click to use).
Ran for 30 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Lore found: Transmogrification Chest
You can read all your collected lore in the game menu, by pressing Escape.
Today is the 61st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
You don't see how to get there...
Character control switched to worm that walks (servant of Poxulitis).
Character control switched to Poxulitis.