




Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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:
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! 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 | --- |
Mode | --- --- |
Sex | Male |
Race | Horror |
Class | Eldritch |
Level / Exp | 47 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 51 (base 47) |
Dexterity | 16 (base 12) |
Constitution | 49 (base 41) |
Magic | 60 (base 46) |
Willpower | 21 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 1112/1112 |
Hate | 100/100 |
Vim | 214/214 |
Healing Factor | 1.0171232876712 |
Regeneration | 1.0171232876712 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +42.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 10 |
See Invisible | 30 |
Offense: Mainhand
Damage | 84 |
Accuracy | 63 |
Crit Chance | 18% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 40 |
Accuracy | 63 |
Crit Chance | 18% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 78 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Blight | -39% |
Nature | -28% |
Cold | -44% |
All | -54% |
Offense: Damage Penetration
Darkness | +11% |
Mind | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 20 (30%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 1 |
Physical Save | 36 |
Spell Save | 47 |
Mental Save | 18 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | + 38%(100%) |
Cold | + 48%(100%) |
All | + 35%(100%) |
Darkness | + 37%(100%) |
Light | + 41%(100%) |
Temporal | + 41%(100%) |
Physical | + 67%(100%) |
Fire | + 6%(100%) |
Nature | + 50%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Knockback Resistance | 88% |
Disarm Resistance | 81% |
Pinning Resistance | 88% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 167 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 202 damage for 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 0.80 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Corruption / Plague | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 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 25% all damage resistance. Shared Insanity |
Quests
Equipment
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+4 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 11/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +13 (+3 eff.) Changes stats: +4 Dex / -4 Mag / +4 Wil Changes resistances: +3% temporal / +9% light / +3% blight / +6% fire / +5% arcane / +3% nature Changes damage: +6% all Spell save: +20 (+6 eff.) Disarm immunity: +37% Pinning immunity: +38% Knockback immunity: +36% Maximum life: +30.00 Spellpower: +13 (+3 eff.) Mindpower: +11 (+6 eff.) Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes stats: +2 Con Changes resistances: +20% cold Changes resistances penetration: +5% nature Changes damage: +10% cold Spell save: +10 (+3 eff.) Disarm immunity: +20% Pinning immunity: +27% Knockback immunity: +27% Maximum life: +20.00 Maximum stamina: +12.00 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +25% Maximum life: +24.00 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +8 Changes stats: +4 Str Spellpower: +7 (+2 eff.) Mindpower: +7 (+4 eff.) Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Reduces incoming crit damage: 0.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 1/20) : Effective talent level: 3.0 Power cost: 15 out of 1/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
In off hand | ![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * Slows global speed by 41% * 41% chance to gain 10% of a turn (3/turn limit) * 20% chance to torment the target On weapon crit: * cripple the target Burst (radius 1) on hit: +4 blight / +13 fire / +60 20% chance of physical repulsion When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 15% chance to inflict 15% damage reduction * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +10% mind / +11% darkness Changes damage: +6% nature Sharp, long, and deadly. |
In main hand | ![]() Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 17 bleeding, 62% reduced healing Burst (radius 1) on hit: +0 20% chance of physical repulsion When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Changes resistances: +3% acid / +6% temporal / +3% darkness Sharp, long, and deadly. |
Inventory
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Its effects scale with your Dexterity 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. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects when hit in melee: * 32% chance to disease * 36% chance to inflict 15% damage reduction Changes stats: +7 Cun / +7 Wil Changes resistances: +24% lightning / +9% acid Changes damage: +12% lightning Physical save: +9 (+4 eff.) Poison immunity: +20% Cut immunity: +20% Confusion immunity: +5% Life regen: +1.30 Maximum life: +65.00 Mindpower: +9 (+5 eff.) Healing mod.: +20% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% acid / +37% cold / +6% nature Changes damage: +14% cold Disarm immunity: +38% Pinning immunity: +44% Stun/Freeze immunity: +33% Knockback immunity: +35% Life regen: +2.20 Maximum life: +30.00 Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +12% blight Changes damage: +12% blight Mindpower: +6 (+3 eff.) Rings can have magical properties. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to disease Burst (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +14 (+4 eff.) Damage when hit (Melee): 12 blight Changes stats: +6 Str Changes resistances: +12% blight Changes damage: +3% blight / +16% physical Stamina when hit: +3.00 Infravision radius: +2 See invisible: +18 Massive two-handed battleaxes. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 28.60 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +0 20% chance of physical repulsion / +12 fire Blunt and deadly. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +6 Mag Changes resistances penetration: +15% mind Critical mult.: +15.00% Mana each turn: +0.14 Mana when firing critical spell: +2.00 Maximum mana: +22.00 Maximum vim: +30.00 A belt that goes around your waist. |
![]() Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+4 eff.) Fatigue: +16% Changes resistances: +26% acid / +11% cold / +9% lightning Changes resistances penetration: +15% lightning Changes damage: +12% acid / +15% arcane / +12% lightning Allows you to breathe in: water A suit of armour made of mail. |
![]() Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+5 eff.) Fatigue: +3% Damage when hit (Melee): 0 physical Changes stats: +2 Dex Changes resistances: +15% physical Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 It can be used to activate talent Bone Grab (costing 20 power out of 3/30) : Effective talent level: 2.0 Power cost: 20 out of 3/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 40.48 physical damage, inflicting bleeding for another 20.24 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +5 (+5 eff.) Fatigue: +24% Changes resistances: +6% light / +7% physical / +6% nature / +5% arcane Reduces incoming crit damage: 0.00% Physical save: +19 (+8 eff.) Blindness immunity: +15% Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Stun/Freeze immunity: +30% Life regen: +0.00 A suit of armour made of metal plates. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +16 Effects on melee hit: * 15% chance to inflict 15% damage reduction Effects when hit in melee: * 23% chance to disease * 30% chance to inflict 15% damage reduction Changes resistances: +9% light / +3% darkness / +3% all Changes resistances penetration: +15% darkness / +19% all Spell save: +9 (+3 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Achievements
Log
You give Sewerwarden the stralite ring to worm that walks (servant of Grima (Nightmare)).
You give Tree of Life to worm that walks (servant of Grima (Nightmare)).
Character control switched to worm that walks (servant of Grima (Nightmare)).
A powerful healing aura appears around you as you equip the Tree of Life.
Worm that walks (servant of Grima (Nightmare)) wears: Tree of Life.
You give dwarven steel spike attachment to Grima (Nightmare).
You give Worm Nest (0 def, 0 armour) to Grima (Nightmare).
Character control switched to Grima (Nightmare).
Grima (Nightmare) wears: Worm Nest (0 def, 0 armour).
You attach dwarven steel spike attachment to your Worm Nest (0 def, 12 armour) .
You give Worm Nest (0 def, 12 armour) to worm that walks (servant of Grima (Nightmare)).
Grima (Nightmare) wears: Hellhunger the dwarven-steel plate armour (5 def, 29 armour) .
Character control switched to worm that walks (servant of Grima (Nightmare)).
Worm that walks (servant of Grima (Nightmare)) wears: Spinal Cage (5 def, 8 armour).
Worm that walks (servant of Grima (Nightmare)) wears: Worm Nest (0 def, 12 armour) .
Worm that walks (servant of Grima (Nightmare)) deactivates Worm that Walks Link.
Worm that walks (servant of Grima (Nightmare)) deactivates Infestation.
Worm that walks (servant of Grima (Nightmare)) deactivates Ruin.
Grima (Nightmare) deactivates Premonition.
Grima (Nightmare) deactivates Chaos Orbs.
Grima (Nightmare) deactivates Chant of Fortress.