











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 | Maj'Eyal |
Mode | Normal Semi-Roguelike (barbecue) |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 22 / 91% |
Size | medium |
Lifes / Deaths | Killed by Velydhelaith the elven mage at level 22 on the 75th Regrowth 123rd year of Ascendancy at 07:56 / 1 |
Primary Stats
Strength | 68 (base 51) |
Dexterity | 45 (base 45) |
Constitution | 22 (base 12) |
Magic | 11 (base 10) |
Willpower | 28 (base 10) |
Cunning | 22 (base 10) |
Resources
Life | -222/671 |
Stamina | 89/228 |
Healing Factor | 1.1024166372473 |
Regeneration | 0.2756041593118 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 22.531537443297 |
See Invisible | 22.531537443297 |
Offense: Mainhand
Damage | 95 |
Accuracy | 58 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +7% |
Blight | +9% |
Cold | +15% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +6% |
Nature | +15% |
Arcane | +10% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 61.292304923968 (87.807182003187%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 28 |
Physical Save | 28 |
Spell Save | 17 |
Mental Save | 30 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 15%( 70%) |
Physical | + 6%( 70%) |
Cold | + 55%( 70%) |
All | 0%( 70%) |
Darkness | + 30%( 70%) |
Light | + 3%( 70%) |
Temporal | + 5%( 70%) |
Lightning | + 25%( 70%) |
Fire | + 42%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 307 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 4 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 629% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Superiority | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by cold drake hatchling. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost warrior from death by wisp. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed xorn fragment. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed minotaur nose. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +1 Str dps ---------- Res.pen +15% mind Acc +10 (+3 eff.) ----- def ----- Armour +10 Fatigue +3% Resists +10% lightning +5% temporal Die.at -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +3% light +3% fire Cut- +20% ---------- misc Light +5 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. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +4 Wil ----- def ----- Armour +4 Defense +15 (+5 eff.) Fatigue +4% Resists +6% blight +15% lightning Mind.save +14 (+7 eff.) Max.HP +40.00 Teleport- +20% ---------- misc Hate/m.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 17 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 215.62 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | ![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +2 Str +1 Mag +2 Wil +1 Cun ----- def ----- Crit.chn- 5.00% Heal yourself and all friendly characters within 10 spaces for 152 Puts all charms on 9 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.10 cold and 11.39 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 42 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.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. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +6% lightning One-handed war axes. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +9.00% Phys.pwr +3 (+1 eff.) Against +21% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 24.5 - 34.3 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +4 Cun +4 Con dps ---------- Melee+ 13 acid 11 fire Dmg.mod +9% blight Res.pen +10% arcane Melee Ret 12 acid 11 fire 4 blight ----- def ----- Armour +14 Defense +9 (+3 eff.) Fatigue +12% Resists +18% acid +21% fire +9% blight Mind.save +16 (+8 eff.) Max.HP +43.00 A suit of armour made of mail. |
Inventory
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +4 Resists +22% lightning Rings make your fingers look great! |
![]() 3.0 T2 arrow ammo [Ego+] Arcane/Master Power 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 20 Ranged+ +8 temporal On Hit: * 9% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Str dps ---------- Spell.pwr +3 (+3 eff.) Res.pen +5% mind +15% physical Melee Ret 6 light ----- def ----- Defense +5 (+2 eff.) Mind.save +5 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +9% lightning +12% darkness +6% mind Acc +5 (+2 eff.) Apr +6 On Hit (Melee): * 20% chance to reduce damage dealt by 14% * 20% chance to reduce all saves and defense by 17 ----- def ----- Defense +2 (+1 eff.) Resists +12% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 6 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 35.65 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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. |
Achievements
By Ason the Cornac Bulwark level 17
79th Dusk 122nd year of Ascendancy at 23:48 see stats
By Ason the Cornac Bulwark level 10
9th Mirth 122nd year of Ascendancy at 13:09 see stats
By Ason the Cornac Bulwark level 20
29th Regrowth 123rd year of Ascendancy at 23:05 see stats
By Ason the Cornac Bulwark level 19
28th Haze 122nd year of Ascendancy at 18:52 see stats
By Ason the Cornac Bulwark level 16
74th Dusk 122nd year of Ascendancy at 03:25 see stats
By Ason the Cornac Bulwark level 11
2nd Summertide 122nd year of Ascendancy at 01:23 see stats
By Ason the Cornac Bulwark level 14
49th Dusk 122nd year of Ascendancy at 17:24 see stats
By Ason the Cornac Bulwark level 19
22nd Regrowth 123rd year of Ascendancy at 23:32 see stats
By Ason the Cornac Bulwark level 17
1st Haze 122nd year of Ascendancy at 18:06 see stats
Log
Rested for 1 turns (stop reason: detrimental status effect).
Ason is dazed!
Ason is anchored.
Resting starts...
Ason has finished recovering.
Rested for 1 turns (stop reason: detrimental status effect).
Ason is not dazed anymore.
The spell fizzles on Ason!
Ason is stunned!
Something hits Ason for 73 temporal, 61 physical (133 total damage).
Ason's Infusion: Movement is disrupted by the Energy Absorption!
Ason's Battle Call is disrupted by the Energy Absorption!
Ason activates his ash totem of healing 'Chamorand'!
Ason receives 168 healing.
Ason recovers sight.
Ason deactivates Last Stand.
Talent Shield Slam is ready to use.
Talent Assault is ready to use.
Talent Rush is ready to use.
Ason is not stunned anymore.
Talent Battle Call is ready to use.
Talent Infusion: Wild is ready to use.
Talent Block is ready to use.
The teleport fizzles!
Velydhelaith the elven mage's spatial tether hits Ason for 75 temporal, 62 physical (137 total damage).
Something hits Ason for 87 temporal damage.
Ason the level 22 cornac bulwark was paradoxed to death by Velydhelaith the elven mage on level 1 of Mark of the Spellblaze.