





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/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! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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.
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Campaign | --- |
Mode | --- --- |
Sex | Male |
Race | Horror |
Class | Eldritch |
Level / Exp | 35 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 52 (base 52) |
Dexterity | 16 (base 12) |
Constitution | 29 (base 26) |
Magic | 49 (base 32) |
Willpower | 24 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | 757/757 |
Hate | 100/100 |
Vim | 166/166 |
Healing Factor | 0.78246873834678 |
Regeneration | 10.172093598508 |
Speed
Mental | -20% |
Attack | 0% |
Movement | +52.60995032651% |
Spell | -20% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 10 |
See Invisible | 42 |
Offense: Mainhand
Damage | 70 |
Accuracy | 61 |
Crit Chance | 21% |
APR | 15 |
Speed | 1.25 |
Offense: Offhand
Damage | 50 |
Accuracy | 61 |
Crit Chance | 15% |
APR | 16 |
Speed | 1.25 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 17% |
Speed | 1.25 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | -35% |
Light | -43% |
Nature | -42% |
Cold | -45% |
Arcane | -46% |
Fire | -65% |
All | -55% |
Offense: Damage Penetration
Arcane | +10% |
Physical | +8% |
Acid | +20% |
Defense: Base
Armour (hardiness) | 40 (88.568973732692%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 12 |
Physical Save | 34 |
Spell Save | 28 |
Mental Save | 24 |
Defense: Resistances
Acid | +100%(100%) |
Light | + 35%(100%) |
Nature | + 47%(100%) |
Blight | +100%(100%) |
Cold | + 65%(100%) |
Fire | -8%(100%) |
All | + 28%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 58% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Strength stat. |
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 138 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: 20 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 111 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. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Reaving combat | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Rot | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
talent | Infestation |
talent | Ruin |
talent | Worm that Walks Link |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
Equipment
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 446 Activation puts all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 42% Changes stats: +4 Dex / +4 Wil / +2 Con Changes resistances: +9% light Changes damage: +12% light Mental save: +8 (+4 eff.) Confusion immunity: +28% See invisible: +12 Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+4 eff.) Life regen: +12.00 Maximum life: +60.00 Healing mod.: +13% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Changes resistances: +26% nature Changes damage: +13% nature / +5% all Spellpower: +7 (+2 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 222, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Main armor | ![]() Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +26 Fatigue: +17% Effects on melee hit: * 20% chance to reduce armor by 39% Changes stats: +2 Mag / +1 Wil / +1 Con Changes resistances: +15% cold Physical save: +8 (+4 eff.) A suit of armour made of metal plates. |
In off hand | ![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 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 this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 29 Damage (Melee): +15 blight Damage (radius 1) on hit: +17 fire When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +11 Changes resistances penetration: +10% arcane / +8% physical Changes damage: +9% arcane Disease immunity: +42% Spell crit. chance: +5% Sharp, long, and deadly. It was changed by the digestive sack. |
In main hand | ![]() Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 42 acid damage in a 4 radius ball. This damage will increase by 30% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Inventory
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+13 eff.) Damage when hit (Melee): 2 fire Changes resistances: +6% mind / +4% physical Mental save: +18 (+9 eff.) Disarm immunity: +37% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
![]() Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+5 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Defense: +10 (+10 eff.) Damage when hit (Melee): 6 fire Changes resistances: +6% temporal / +6% light / +12% darkness Mental save: +9 (+4 eff.) Life regen: +4.00 Maximum life: +60.00 One-handed war axes. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% lightning / +3% physical / +18% nature / +12% mind Poison immunity: +20% Silence immunity: +20% Healing mod.: +10% One-handed war axes. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 69 for 5 turns Activation puts all charms on cooldown for 31 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +1 Str / +3 Mag Changes resistances penetration: +15% temporal See invisible: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (252 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 2. * Increase all damage penetration by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
You gain 7.71 gold from the transmogrification of balanced orite trident of vileness (41-66 power, 13 apr).
You gain 6.08 gold from the transmogrification of balanced orite trident of erosion (39-62 power, 13 apr).
You gain 1.95 gold from the transmogrification of arcing orite trident of massacre (62-99 power, 13 apr).
You gain 4.07 gold from the transmogrification of arcing orite trident of daylight (38-60 power, 13 apr).
You gain 11.30 gold from the transmogrification of stormbringer's reinforced leather sling of piercing.
You gain 1.74 gold from the transmogrification of thorny mindstar of life (8-9 power, 24 apr, mind damage).
You gain 6.50 gold from the transmogrification of balanced stralite mace of corruption (39-55 power, 5 apr).
You gain 1.11 gold from the transmogrification of shatter afflictions rune of the duelist (absorb 59; cd 22).
You gain 1.00 gold from the transmogrification of wild infusion (res 18%; magical, physical; dur 4; cd 10).
There is a previous level here (press '' or right click to use).
Saving game...
Saving done.
Nathan deactivates Chaos Orbs.
Nathan activates Chaos Orbs.
Nathan deactivates Chant of Fortitude.
Nathan activates Chant of Fortitude.
Your summoned decaying devourer disappears.
Your summoned decaying devourer disappears.
Your summoned decaying devourer disappears.
Ran for 6 turns (stop reason: interesting character).
Character control switched to worm that walks (servant of Nathan).
Worm that walks (servant of Nathan) deactivates Infestation.
Worm that walks (servant of Nathan) activates Infestation.
Worm that walks (servant of Nathan) deactivates Ruin.
Worm that walks (servant of Nathan) activates Ruin.
Worm that walks (servant of Nathan) deactivates Worm that Walks Link.
Worm that walks (servant of Nathan) activates Worm that Walks Link.