




Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. |
Campaign | --- |
Mode | --- --- |
Sex | Male |
Race | Runic Golem |
Class | Golem |
Level / Exp | 6 / 0% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 18 (base 18) |
Dexterity | 12 (base 12) |
Constitution | 14 (base 14) |
Magic | 16 (base 16) |
Willpower | 10 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 145/176 |
Mana | 87/120 |
Stamina | 112/115 |
Healing Factor | 1.2250077455334 |
Regeneration | 1.2250077455334 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 10 |
See Invisible | 30 |
Offense: Mainhand
Damage | 30 |
Accuracy | 26 |
Crit Chance | 0% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 11 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 10.497011280365 (66.952380952381%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 12 |
Physical Save | 12 |
Spell Save | 10 |
Mental Save | 7 |
Defense: Resistances
Lightning | + 5%(100%) |
Light | + 15%(100%) |
Darkness | + 18%(100%) |
Cold | + 20%(100%) |
All | + 4%(100%) |
Defense: Immunities
Bleed Resistance | 100% |
Fear Resistance | 100% |
Stoning Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (1/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 100 damage for 5 turns. |
Class Talents
Golem / Fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Golem / Arcane | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Effects
detrimental effect | The target is on fire, taking 4.07 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Equipment
Main armor | ![]() Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +17% cold / +11% light / +10% darkness A suit of armour made of mail. |
In main hand | ![]() Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage Massive two-handed mauls. |
Inventory
Achievements
Log
Bill the Stone Troll is on fire!
Golem (servant of mobile chinese drug lab) is on fire!
mobile chinese drug lab hits Golem (servant of mobile chinese drug lab) for 13 fire damage.
mobile chinese drug lab hits Bill the Stone Troll for 25 fire damage.
Bill the Stone Troll feels pain again.
Burning from Mobile chinese drug lab hits Bill the Stone Troll for 8 fire damage.
Bill the Stone Troll uses Knockback.
Bill the Stone Troll misses mobile chinese drug lab.
Burning from Mobile chinese drug lab hits Golem (servant of mobile chinese drug lab) for 4 fire damage.
Golem (servant of mobile chinese drug lab) hits Bill the Stone Troll for 30 physical damage.
Talent Infusion: Regeneration is ready to use.
Mobile chinese drug lab uses Infusion: Regeneration.
Mobile chinese drug lab starts regenerating health quickly.
Burning from Mobile chinese drug lab hits Bill the Stone Troll for 11 fire damage.
Bill the Stone Troll hits mobile chinese drug lab for 54 physical damage.
Burning from Mobile chinese drug lab hits Golem (servant of mobile chinese drug lab) for 4 fire damage.
Golem (servant of mobile chinese drug lab) hits Bill the Stone Troll for 31 physical damage.
Mobile chinese drug lab casts Channel Staff.
Mobile chinese drug lab's Channel Staff hits Bill the Stone Troll for 14 lightning damage.
Burning from Mobile chinese drug lab hits Bill the Stone Troll for 11 fire damage.
Character control switched to golem (servant of mobile chinese drug lab).
Bill the Stone Troll hits Mobile chinese drug lab for 59 physical damage.
Talent Knockback is ready to use.
Talent Eye Beam is ready to use.
Bill the Stone Troll killed Mobile chinese drug lab!
Burning from Mobile chinese drug lab hits golem (servant of mobile chinese drug lab) for 4 fire damage.
Golem (servant of mobile chinese drug lab) stops burning.