





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 | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Horror |
| Class | Eldritch |
| Level / Exp | 26 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 40 (base 32) |
| Dexterity | 12 (base 12) |
| Constitution | 19 (base 12) |
| Magic | 46 (base 46) |
| Willpower | 14 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 482/550 |
| Hate | 100/100 |
| Vim | 148/150 |
| Healing Factor | 0.57917232575555 |
| Regeneration | 5.2125509317999 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +32.609950326513% |
| Spell | -20% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 52 |
| Crit Chance | 2% |
| APR | 4 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 52 |
| Crit Chance | 4% |
| APR | 4 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 1% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -47% |
| Nature | -47% |
| Mind | -54% |
| Cold | -57% |
| All | -60% |
Offense: Damage Penetration
| Arcane | +34% |
| Acid | +24% |
| Cold | +24% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 23.551211628464 (73.607947236566%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 22 |
| Physical Save | 23 |
| Spell Save | 23 |
| Mental Save | 12 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | +100%(100%) |
| Cold | + 34%(100%) |
| All | + 25%(100%) |
| Lightning | + 32%(100%) |
| Temporal | + 31%(100%) |
| Mind | + 32%(100%) |
| Fire | -12%(100%) |
| Nature | + 67%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -398 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 447 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 0.80 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Plague | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Ruin |
| talent | Worm that Walks Link |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
| beneficial effect | Keeps you from dying even if your life drops to -504 Heroism |
| beneficial effect | 25% chance to avoid weapon attacks Charm: Evasion |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 10. Intimidated |
| beneficial effect | All damage penetration increased by 14%. Charm: Piercing |
Quests
Equipment
| Tool | Bethamina the yew totem of summon tentacle [power 240] (23/25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Equilibrium when hit: +0.04 Mindpower: +10 (+8 eff.) It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 659 Base Damage: 256 Armor: 2 All Resist: 8 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 14% for 2 turns. * Increase the duration of 2 beneficial effects by 2. * Gain a 25% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's steel ring of nature (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +26% nature Changes damage: +13% nature Rings make your fingers look great! |
| On fingers | steel ring 'Sleetfist'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 8 Damage when hit (Melee): 6 cold Changes resistances: +9% mind / +3% cold Changes resistances penetration: +10% cold Changes damage: +3% cold Stun/Freeze immunity: +26% Life regen: +4.00 Rings make your fingers look great! |
| On fingers | gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +25% Life regen: +4.00 Rings make your fingers look great! |
| On fingers | gladiator's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Rings make your fingers look great! |
| Around waist | Icedeath the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +25 (+7 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Con Changes resistances: +9% lightning / +9% cold Only die when reaching: -80.00 life Maximum life: +36.00 A belt that goes around your waist. |
| Main armor | steel plate armour of resilience (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Maximum life: +20.00 A suit of armour made of metal plates. |
| In off hand | Radiancewasp (24-33 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 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% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 24 * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +8 blight / +7 temporal Damage (radius 2) on crit: +16 light When wielded/worn: Changes resistances: +8% temporal Disease immunity: +19% Light radius: +3 Sharp, long, and deadly. |
| In main hand | dwarven-steel mace 'Adewe' (26-36 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 3). On weapon hit: * Create an explosion dealing 83 acid damage (1/turn) On weapon crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 When wielded/worn: Changes resistances penetration: +10% acid / +20% arcane Changes damage: +13% acid Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Blunt and deadly. |
Inventory
movement infusion of the warrior (speed 602%; cd 9)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 602% 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 Strength 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. |
shatter afflictions rune of the wizard (absorb 69; cd 17)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: 17 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 69 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 Magic stat. 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. |
shielding rune of the psychic (absorb 117; dur 3; cd 16)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: 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 117 damage for 3 turns. Its effects scale with your Willpower stat. 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. |
mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Blindness immunity: +24% Infravision radius: +4 See stealth: +6 See invisible: +7 Rings make your fingers look great! |
psionicist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+6 eff.) Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +21.00 Rings make your fingers look great! |
Ragelar (15-21 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 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: * 10% chance to reduce strength, dexterity, and constitution by 24 * 25% chance for lightning to strike from the target to a second target dealing 83 damage On weapon crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+5 eff.) Changes damage: +3% blight Disarm immunity: +20% Sharp, long, and deadly. |
balanced stralite longsword (32-45 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 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% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+6 eff.) Disarm immunity: +24% Sharp, long, and deadly. |
dwarven-steel longsword (21-29 power, 4 apr)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.0 - 29.4 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% Sharp, long, and deadly. |
voratun longsword of erosion (40-56 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature Sharp, long, and deadly. |
dwarven-steel mail armour of the deep (3 def, 10 armour)Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail. |
steel plate armour (0 def, 9 armour)Requires: - Massive armour training - Strength 28 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% A suit of armour made of metal plates. |
Stokecrypt [power 10] (23/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 24 * 20% chance to reduce all saves and defense by 8 Changes resistances: +6% blight Maximum wards: +3 light / +3 fire / +2 mind / +3 darkness Changes resistances penetration: +10% fire Changes damage: +6% blight / +6% mind Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 10, power 61 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Poison from Gloravea the warg hits shamone for 63 nature damage.
shamone performs a melee critical strike against Gloravea the warg!
Bloated ooze is pinned to the ground.
Gloravea the warg shares damage with his oozes!
Lashing Tentacle hits Bloated ooze for 70 physical damage.
shamone hits Gloravea the warg for 6 physical, 68 darkness (73 total damage).
Melee retaliation hits shamone for 18 acid, 18 acid (36 total damage).
Worm that walks (servant of shamone) uses Infusion: Heroism.
Carrion worm mass slows down.
Worm that walks (servant of shamone) uses Infusion: Healing.
Worm that walks (servant of shamone) is no longer poisoned.
Worm that walks (servant of shamone) receives 73 healing from Infusion: Healing.
Gloravea the warg's Slime Spit hits Carrion worm mass for 71 nature damage.
Gloravea the warg's natural acid becomes more concentrated!
Gloravea the warg uses Oozebeam.
Gloravea the warg's mind surges with critical power!
Gloravea the warg shares damage with his oozes!
Melee retaliation hits shamone for 18 acid damage.
Gloravea the warg hits shamone for 321 nature damage.
Tentacle Constriction from Shamone hits Gloravea the warg for 76 darkness damage.
Character control switched to worm that walks (servant of shamone).
Gloravea the warg is pinned to the ground.
Gloravea the warg shares damage with his oozes!
Lashing Tentacle hits Gloravea the warg for 52 physical damage.
Poison from Gloravea the warg hits Shamone for 130 nature damage.
Crippling Poison from Gloravea the warg hits Shamone for 40 nature damage.
Melee retaliation hits Lashing Tentacle for 24 acid damage.
Gloravea the warg is free from the tentacle constriction.
Crippling Poison from Gloravea the warg killed Shamone!










































