









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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 | Arena |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Brawler |
| Level / Exp | 41 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by orc archer at level 41 on the 2nd Mirth 122nd year of Ascendancy at 06:12 7 / 1 |
Primary Stats
| Strength | 61 (base 42) |
| Dexterity | 66 (base 60) |
| Constitution | 39 (base 10) |
| Magic | 21 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 79 (base 60) |
Resources
| Life | -2/1048 |
| Stamina | 171/215 |
| Healing Factor | 0.96813397129186 |
| Regeneration | 73.60722583732 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 40.818748253988 |
| See Invisible | 40.818748253988 |
Offense: Barehand
| Damage | 109 |
| Accuracy | 51 |
| Crit Chance | 28% |
| APR | 3 |
| Speed | 1.14 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 22% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 22% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Darkness | +7% |
| Light | +7% |
| Nature | +12% |
Defense: Base
| Armour (hardiness) | 38 (41.618610747051%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 5.5475638051044 |
| Physical Save | 33 |
| Spell Save | 11 |
| Mental Save | 35 |
Defense: Resistances
| Nature | + 24%( 70%) |
| Arcane | + 12%( 75%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 223 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 345 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 818% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Grappling | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Striking Stance |
| talent | Trained Reactions |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| beneficial effect | Engaged in a grapple draining 6 stamina per turn and redirecting 26% of damage taken to orc archer. Any movement will break the effect as will some unarmed talents. Grappling |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 56.43 nature damage per turn and decreasing all heals received by 49%. Insidious Poison |
| beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | A flow of life spins around the target, regenerating 69.08 life per turn. Regeneration |
| beneficial effect | The target has 30% chance to evade melee and ranged attacks and gains 14 defense. Evasion |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| On hands | hardened leather gloves of strength (+4) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +2 Changes stats: +4 Str When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | warded dragonbone wand of conjuration [power 445] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +3 lightning / +2 temporal / +3 blight / +3 fire / +3 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 222 to 445, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | sneakthief's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
| On fingers | rogue's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Life regen: +1.00 Maximum life: +58.00 Healing mod.: +11% Rings can have magical properties. |
| Around neck | gold amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 6% chance to inflict 15% damage reduction * 8% chance to blind Changes damage: +7% light / +7% darkness Amulets can have magical properties. |
| Main armor | troll-hide reinforced leather armour of command (13 def, 14 armour)Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +13 (+4 eff.) Fatigue: +8% Changes stats: +3 Cun Mental save: +20 (+8 eff.) Life regen: +5.70 Maximum life: +34.00 Healing mod.: +14% A suit of armour made of leather. |
| Cloak | thick elven-silk cloak of battle (3 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +1 (+0 eff.) Armour: +10 Defense: +3 (+1 eff.) Fatigue: -3% Changes resistances: +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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
healing infusion of the sneak (heal 225)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 instantly heal yourself for 225 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning 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 ability. |
heat beam rune of the wizard (134 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 134.13 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
insidious stralite battleaxe of massacre (58.5-87.75 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +54 insidious poison Massive two-handed battleaxes. |
Star (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
fortifying dwarven-steel plate armour of the deep (5 def, 15 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +5 Str / +4 Con Changes resistances: +10% acid / +11% cold Allows you to breathe in: water Maximum life: +44.00 A suit of armour made of metal plates. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Achievements
Arena Battler 20 (Insane (Adventure) difficulty)
Got to wave 20 in the arena.By Arthu the Doomelf Brawler level 20
76th Pyre 122nd year of Ascendancy at 12:21 see stats
Arena Battler 50 (Insane (Adventure) difficulty)
Got to wave 50 in the arena.By Arthu the Doomelf Brawler level 36
79th Pyre 122nd year of Ascendancy at 22:36 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Arthu the Doomelf Brawler level 10
75th Pyre 122nd year of Ascendancy at 11:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Arthu the Doomelf Brawler level 20
76th Pyre 122nd year of Ascendancy at 12:21 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Arthu the Doomelf Brawler level 30
78th Pyre 122nd year of Ascendancy at 04:26 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Arthu the Doomelf Brawler level 40
1st Mirth 122nd year of Ascendancy at 21:45 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Arthu the Doomelf Brawler level 39
1st Mirth 122nd year of Ascendancy at 18:52 see stats
XXX the Destroyer (Insane (Adventure) difficulty)
Earned the rank of Destroyer in the arena.By Arthu the Doomelf Brawler level 35
79th Pyre 122nd year of Ascendancy at 13:21 see stats
Log
Arthu uses Clinch.
Orc archer is grappled!
Arthu is engaged in a grapple!
Orc archer shoots!
Arthu speeds up.
Grappled from Arthu hits Orc archer for 44 physical damage.
Arthu hits Orc archer for 99 physical, 6 light, 6 darkness (112 total damage).
Orc archer shoots!
Arthu lashes out with a flurry of fists.
Arthu slows down.
Arthu performs a melee critical strike against Orc archer!
Arthu performs a melee critical strike against Orc archer!
Arthu performs a melee critical strike against Orc archer!
Orc archer shrugs off the critical damage!
Arthu performs a melee critical strike against Orc archer!
Orc archer roars triumphantly.
Grappling hits Orc archer for 20 physical, 0 physical, 18 physical, 3 physical (40 total damage).
Arthu hits Orc archer for 180 physical, 6 light, 6 darkness, 181 physical, 6 light, 6 darkness, 123 physical, 6 light, 6 darkness, 148 physical, 6 light, 6 darkness (683 total damage).
Orc archer's Shoot hits Arthu for (34 resist armour), 91 physical, (34 resist armour), 1 nature (92 total damage).
Orc archer's Shoot hits Arthu for (34 resist armour), 80 physical, (34 resist armour), 13 lightning (93 total damage).
Arthu the level 41 doomelf brawler was zapped to death by an orc archer on level 61 of The Arena.
Orc archer's Shoot killed Arthu!
Arthu is no longer poisoned.
Arthu has released the hold.
Arthu stops regenerating health quickly.
Arthu deactivates Striking Stance.
Arthu deactivates Trained Reactions.
Arthu is no longer evading attacks.
Arthu is not crippled anymore.













































































