





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | 44 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 48 (base 44) |
Dexterity | 19 (base 12) |
Constitution | 39 (base 32) |
Magic | 66 (base 50) |
Willpower | 37 (base 10) |
Cunning | 33 (base 10) |
Resources
Life | 991/991 |
Hate | 100/100 |
Vim | 222/222 |
Healing Factor | 0.71625433680307 |
Regeneration | 5.0137803576215 |
Speed
Mental | -20% |
Attack | 0% |
Movement | +29.09386761032% |
Spell | -20% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 13 |
See Invisible | 30 |
Offense: Mainhand
Damage | 95 |
Accuracy | 64 |
Crit Chance | 12% |
APR | 6 |
Speed | 1.25 |
Offense: Offhand
Damage | 75 |
Accuracy | 64 |
Crit Chance | 12% |
APR | 7 |
Speed | 1.25 |
Offense: Spell
Spellpower | 73 |
Crit Chance | 12% |
Speed | 1.25 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | -20% |
Light | -40% |
Cold | -35% |
Arcane | -35% |
Fire | -26% |
All | -60% |
Offense: Damage Penetration
Acid | +20% |
Light | +25% |
Lightning | +25% |
Cold | +25% |
Arcane | +25% |
Fire | +40% |
All | 0% |
Defense: Base
Armour (hardiness) | 51.551211628464 (73.607947236566%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 15 |
Physical Save | 47 |
Spell Save | 57 |
Mental Save | 44 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Physical | + 36%(100%) |
Cold | + 48%(100%) |
All | + 35%(100%) |
Darkness | + 53%(100%) |
Light | + 39%(100%) |
Temporal | + 39%(100%) |
Lightning | + 55%(100%) |
Fire | + 19%(100%) |
Nature | + 58%(100%) |
Defense: Immunities
Fear Resistance | 100% |
Stun Resistance | 100% |
Confusion Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (125% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 5 light, 3 blight, 3 cold, 4 mind, 3 physical |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (125% of a turn) Is: a spell Description: Inflicts 119.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Rot | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Infestation |
talent | Worm that Walks Link |
talent | Ruin |
beneficial effect | Linked to their horror ally gaining 28% all damage resistance. Shared Insanity |
detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
Quests
Equipment
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances penetration: +15% fire Changes damage: +9% fire It can be used to blast the opponent's mind dealing 60 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. * Increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag / +11 Wil / +4 Con Changes resistances: +30% lightning Changes damage: +15% lightning Critical mult.: +10.00% Spell save: +14 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum stamina: +22.00 Maximum vim: +20.00 Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% acid Changes resistances penetration: +20% acid Critical mult.: +20.00% Stun/Freeze immunity: +40% Life regen: +6.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +20 (+5 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +8 Effects on melee hit: * 10% chance to reduce damage dealt by 18% Changes stats: +4 Str / +7 Dex / +7 Wil / +13 Cun Changes resistances: +6% temporal / +2% physical Reduces incoming crit damage: 10.00% Mental save: +12 (+4 eff.) Stun/Freeze immunity: +10% Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% light / +8% darkness Mental save: +7 (+2 eff.) Maximum life: +55.00 A belt that goes around your waist. |
Main armor | ![]() Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +35 Defense: +25 (+10 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+5 eff.) Spell save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
In off hand | ![]() Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +20% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-3 turns) Barrier (-5 turns) Providence (-10 turns) Bathe in Light (-5 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 124.20 light damage in radius 5 (based on Magic) and lighting the area within radius 10 Activation costs 35 power out of 2/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 54.5 - 76.3 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 (radius 1) on hit: +9 fire Sharp, long, and deadly. |
Inventory
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -10% Changes stats: +4 Cun / +5 Wil Changes resistances: +6% acid Changes resistances penetration: +10% acid Changes damage: +12% lightning Maximum encumbrance: +42 Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +4 (+1 eff.) Spell save: +11 (+4 eff.) Maximum stamina: +10.00 Healing mod.: +20% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.35 cold and 5.14 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Physical power: +9 (+3 eff.) Defense: +11 (+5 eff.) Changes stats: +8 Str / +6 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +13 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +15 (+5 eff.) Disarm immunity: +36% Pinning immunity: +31% Knockback immunity: +20% Maximum life: +36.00 Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 21 light Damage (Ranged): 19 light Changes stats: +2 Mag / +6 Wil / +6 Cun Changes damage: +14% light Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
![]() Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +10% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 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% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +11 (+5 eff.) Disarm immunity: +32% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 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% When this weapon hits: Curse of Death (20% chance level 5). Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +6 cold When wielded/worn: Changes stats: +8 Con / +11 Wil Maximum life: +110.00 Blunt and deadly. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 40.5 - 56.7 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 this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 32 Damage (Melee): +8 blight When wielded/worn: Disease immunity: +17% One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 49.0 - 68.6 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: +12 (+3 eff.) Armour penetration: +11 Changes resistances penetration: +13% physical One-handed war axes. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +23 (+8 eff.) Changes resistances: +3% light / +6% blight Spell save: +9 (+3 eff.) Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Maximum life: +77.00 Size category: +1 A belt that goes around your waist. |
![]() Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +13 Fatigue: +22% Effects on melee hit: * 20% chance to reduce armor by 43% Damage when hit (Melee): 6 physical Changes resistances: +7% physical Changes resistances penetration: +5% physical Physical save: +24 (+8 eff.) Life regen: +3.60 Stamina each turn: +0.60 Only die when reaching: -20.00 life Maximum life: +30.00 A suit of armour made of metal plates. |
Achievements
Log
You gain 4.50 gold from the transmogrification of inquisitor's voratun greatmaul of amnesia (68-103 power, 4 apr).
You gain 6.39 gold from the transmogrification of truestriking voratun dagger of erosion (38-49 power, 9 apr).
You gain 7.04 gold from the transmogrification of manaburning voratun dagger of crippling (38-49 power, 9 apr).
You gain 14.68 gold from the transmogrification of enhanced voratun dagger of evisceration (39-51 power, 9 apr).
You gain 5.25 gold from the transmogrification of elemental voratun dagger of massacre (53-69 power, 9 apr).
You gain 9.50 gold from the transmogrification of caustic voratun dagger of erosion (38-50 power, 9 apr).
You gain 9.79 gold from the transmogrification of warbringer's voratun battleaxe of crippling (58-86 power, 4 apr).
You gain 15.00 gold from the transmogrification of Mnemonic.
You gain 15.98 gold from the transmogrification of wanderer's voratun amulet of the eclipse.
You gain 0.67 gold from the transmogrification of shatter afflictions rune (absorb 58; cd 14).
You gain 0.55 gold from the transmogrification of shatter afflictions rune (absorb 20; cd 19).
You gain 1.86 gold from the transmogrification of blink rune (range 6; phase 17; cd 18).
You gain 1.50 gold from the transmogrification of wild infusion of the duelist (res 26%; magical; dur 2; cd 11).
You gain 5.89 gold from the transmogrification of heroism infusion (die at -389; dur 7; cd 35).
There is a collapsing hidden vault here (press '' or right click to use).
Saving game...
Saving done.
Character control switched to worm that walks (servant of Keleloren).
Keleloren rebalances the bulky plates of his Tarrasca, and things slow down a bit.
New shimmer option unlocked: The Black Plate
Worm that walks (servant of Keleloren) wears (replacing Urthymas the stralite plate armour (0 def, 13 armour)): The Black Plate (25 def, 35 armour).
Worm that walks (servant of Keleloren) wears (replacing The Black Spike (48-67 power, 20 apr)): flaming voratun longsword of massacre (54-76 power, 6 apr).
Worm that walks (servant of Keleloren) wears (replacing truestriking voratun waraxe of massacre (49-69 power, 6 apr)): Dawn's Blade (50-70 power, 7 apr).
There is an entrance to a slimy pit here (press '' or right click to use).