






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! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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.
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Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | White Monk |
Level / Exp | 2 / 66% |
Size | medium |
Lifes / Deaths | no deaths recorded 2 / 0 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 23 (base 16) |
Constitution | 10 (base 10) |
Magic | 10 (base 10) |
Willpower | 19 (base 19) |
Cunning | 10 (base 10) |
Resources
Life | 53/136 |
Stamina | 57/126 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 23.54677130326 |
See Invisible | 23.54677130326 |
Offense: Barehand
Damage | 28 |
Accuracy | 25 |
Crit Chance | 2% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Darkness | +3% |
Offense: Damage Penetration
Mind | +20% |
Defense: Base
Armour (hardiness) | 3 (38.536585365854%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 9 |
Spell Save | 10 |
Mental Save | 10 |
Defense: Resistances
Darkness | + 10%( 70%) |
Light | + 5%( 70%) |
Physical | + 10%( 70%) |
Fire | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Technique / Agile Combatant | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Rending | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mending | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Martial Arts | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Fending | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Aura of Protection |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | active |
Equipment
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +7 Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +5% light +5% darkness A belt that goes around your waist. |
Main armor | ![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
Light source | ![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
On hands | ![]() 1.5 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +3% darkness Res.pen +20% mind ----- def ----- Armour +1 Resists +5% darkness +3% fire Unarmed combat: Power 10.0 - 14.0 Physical Uses 60% Wil, 60% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% On Hit: * 5% chance to inflict 15% damage reduction Metal gloves protecting the hands up to the middle of the lower arm. |
Inventory
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 13.5 - 20.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 blight On Hit: * 10% chance to disease Massive two-handed battleaxes. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +6 While equipped: dps ---------- Dmg.mod +12% physical Res.pen +12% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +6 While equipped: dps ---------- Phys.crit +2.0% Acc +8 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 longsword 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +4 (+2 eff.) ----- def ----- Resists +1% physical Sharp, long, and deadly. |
![]() 1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 10.5 - 14.7 Physical Uses 60% Wil, 60% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 9.0 - 9.9 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning +6% nature +5% blight A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy Armour Training [Ego++] Nature/Master While equipped: Stats +5 Str +6 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% nature Spell.save +4 (+4 eff.) Max.HP +42.00 Heal.mod +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Achievements
Log
Betissra the sanguine experiment hits C'arm for (4 resist armour), (0 deflected), (2 absorbed), 0 physical (0 total damage).
C'arm has lost the rush of vitality.
Betissra the sanguine experiment reloads.
Betissra the sanguine experiment shoots!
Betissra the sanguine experiment's Shoot performs a ranged critical strike against C'arm!
Betissra the sanguine experiment's Shoot misses C'arm.
Betissra the sanguine experiment's Shoot hits C'arm for (4 resist armour), (2 deflected), (22 absorbed), 0 physical (0 total damage).
C'arm uses Air Render.
C'arm hits Betissra the sanguine experiment for 17 physical damage.
Betissra the sanguine experiment hits C'arm for (4 resist armour), (0 deflected), (2 absorbed), 0 physical (0 total damage).
C'arm killed Betissra the sanguine experiment!
C'arm picks up (g.): leafwalker's iron helm of the bounder (0 def, 3 armour).
C'arm receives 5 healing.
Ran for 2 turns (stop reason: interesting terrain).
C'arm picks up (e.): Woegore (17.5-24.5 power, 2 apr).
C'arm receives 5 healing.
The shield around C'arm crumbles.
C'arm picks up (g.): iron gauntlets 'Magmadash' (0 def, 1 armour).
C'arm receives 5 healing.
C'arm is not crippled anymore.
You don't see how to get there...
C'arm wears (replacing rough leather gloves (0 def, 1 armour)): iron gauntlets 'Magmadash' (0 def, 1 armour).
C'arm wears: copper ring of the mountain (+10%).
C'arm deactivates Aura of Protection.