









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/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! Better Item Description 1.7.4This 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
|
Campaign | Orcs |
Mode | Nightmare Semi-Roguelike (barbecue) |
Sex | Male |
Race | Orc |
Class | Berserker |
Level / Exp | 29 / 92% |
Size | medium |
Lifes / Deaths | Killed by Nektosh the One-Horned at level 29 on the 37th Revenge 124th year of Ascendancy at 12:52 / 1 |
Primary Stats
Strength | 75 (base 60) |
Dexterity | 20 (base 11) |
Constitution | 67 (base 55) |
Magic | 19 (base 10) |
Willpower | 15 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | -1479/1014 |
Stamina | 148/226 |
Healing Factor | 1.5635014349578 |
Regeneration | 8.8337831075113 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 18.815289237657 |
See Invisible | 24.815289237657 |
Offense: Mainhand
Damage | 171 |
Accuracy | 43 |
Crit Chance | 32% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9.5 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Light | +17% |
Fire | +5% |
Nature | +8% |
Physical | +30% |
Mind | +14% |
All | 0% |
Offense: Damage Penetration
Acid | +27% |
Nature | +12% |
All | +7% |
Defense: Base
Armour (hardiness) | 62.723073231957 (96.438666929426%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 10 |
Physical Save | 47 |
Spell Save | 28 |
Mental Save | 21 |
Defense: Resistances
Nature | + 24%( 70%) |
Darkness | + 21%( 70%) |
Light | + 21%( 70%) |
Cold | + 37%( 70%) |
Blight | + 21%( 70%) |
Mind | + 27%( 70%) |
Fire | + 30%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Silence Resistance | 0% |
Confusion Resistance | 75% |
Stun Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
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 392 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 683% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex +2 Mag +5 Cun dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +6 ----- def ----- Armour +3 Crit.chn- 15.00% ---------- misc See.Invis +6 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +5 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Mag dps ---------- Phys.crit +2.0% Dmg.mod +12% physical +14% mind +6% light Acc +10 (+4 eff.) ----- def ----- Defense +3 (+2 eff.) Resists +10% fire +14% mind +10% cold Spell.save +8 (+4 eff.) Die.at -40.00 life A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag dps ---------- Melee+ 10 light Ranged+ 14 light Dmg.mod +11% light ----- def ----- Fatigue -5% ---------- misc Max.enc +24 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Res.pen +20% acid ----- def ----- Armour +12 Resists +6% blight +6% light +6% darkness Max.HP +41.00 ---------- misc Max.stam +30.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+3 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature While equipped: dps ---------- Melee+ 8 fire Dmg.mod +5% fire ----- def ----- Armour +2 Fatigue +3% Resists +7% fire HP.reg +2.40 ---------- misc Stam/turn +0.50 Psi/turn +0.11 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Silence- +0% Confus- +75% Pinning- +0% Stun/Frz- +5% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Cloak | ![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Res.pen +5% nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Masteries +0.17 Technique/Superiority Amulets make your neck look great! |
Inventory
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% Resists +7% light +5% darkness ---------- misc Max.enc +26 A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Spell.pwr +3 (+1 eff.) Mind.pwr +3 (+3 eff.) ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +5% nature ----- def ----- Armour +2 Resists +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Unique] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Crit.mult +15.00% ----- def ----- Armour +7 Fatigue +3% ---------- misc Equi/ret +0.24 Max.psi +20.00 Infravis +2 A cap made of leather. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to heal for 31. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Malotar the Orc Berserker level 14
27th Retaking 124th year of Ascendancy at 22:32 see stats
By Malotar the Orc Berserker level 29
35th Revenge 124th year of Ascendancy at 08:57 see stats
By Malotar the Orc Berserker level 10
18th Retaking 124th year of Ascendancy at 19:47 see stats
By Malotar the Orc Berserker level 20
42nd Retaking 124th year of Ascendancy at 09:16 see stats
By Malotar the Orc Berserker level 15
36th Retaking 124th year of Ascendancy at 18:57 see stats
By Malotar the Orc Berserker level 26
9th Revenge 124th year of Ascendancy at 20:48 see stats
By Malotar the Orc Berserker level 25
9th Revenge 124th year of Ascendancy at 03:23 see stats
By Malotar the Orc Berserker level 18
41st Retaking 124th year of Ascendancy at 02:35 see stats
By Malotar the Orc Berserker level 29
37th Revenge 124th year of Ascendancy at 12:52 see stats
Log
Malotar hits Nektosh the One-Horned for (42 flat reduction), (43 reactive armor), (121 exoskeleton), 121 physical, (8 flat reduction), 0 light, (7 flat reduction), 0 fire (121 total damage).
Malotar hits Whitehoof ghoul for (3 flat reduction), 667 physical (667 total damage).
Malotar hits Ancient Automated Archive (runes and infusions) for 796 physical, 12 light, 8 fire (816 total damage).
Nektosh the One-Horned's Reactive Armor performs a ranged critical strike against Malotar!
Malotar shrugs off Nektosh the One-Horned's 'Cripple'!
Malotar killed Whitehoof ghoul!
Nektosh the One-Horned's Reactive Armor hits Malotar for 26 physical, 6 fire (32 total damage).
Ancient Automated Archive (runes and infusions) is not dazed anymore.
Bleeding from Malotar hits Ancient Automated Archive (runes and infusions) for 217 physical damage.
Malotar uses Infusion: Wild.
Malotar lessens the pain.
Malotar uses Shattering Blow.
Malotar performs a melee critical strike against Nektosh the One-Horned!
Malotar's blood frenzy intensifies!
Nektosh the One-Horned's armour is damaged!
Melee retaliation hits Malotar for 3 cold damage.
Malotar hits Nektosh the One-Horned for (42 flat reduction), (40 reactive armor), (26 exoskeleton), 200 physical, (8 flat reduction), 0 light, (7 flat reduction), 0 fire (200 total damage).
Nektosh the One-Horned's Reactive Armor hits Malotar for 8 physical, 3 fire (12 total damage).
Mech wall turns into floor.
Malotar is recovering from the damage!
New Achievement: We weren't kidding! (Nightmare (Roguelike) difficulty)!
Nektosh the One-Horned blinks away and summons some help!
Nektosh the One-Horned uses Summon.
Nektosh the One-Horned summons Whitehoof ghoul!
Nektosh the One-Horned summons Whitehoof hailstorm!
Nektosh the One-Horned hits Malotar for 2470 arcane damage.
Malotar the level 29 orc berserker was imploded to death by Nektosh the One-Horned on level 4 of Krimbul Territory.
Malotar's rage subsides!
Malotar no longer revels in blood quite so much.