









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 13 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 13 on the 75th Pyre 122nd year of Ascendancy at 08:35 4 / 1 |
Primary Stats
| Strength | 26 (base 26) |
| Dexterity | 36 (base 33) |
| Constitution | 17 (base 17) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | -54/292 |
| Stamina | 19/94 |
| Healing Factor | 1.0561497326203 |
| Regeneration | 12.937834224599 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 15.703251193202 |
| See Invisible | 15.703251193202 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 47 |
| Crit Chance | 5% |
| APR | 1 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
Defense: Base
| Armour (hardiness) | 29.08934837382 (81.030927835052%) |
| Defense | 16 |
| Ranged Defense | 20 |
| Fatigue | 33 |
| Physical Save | 15 |
| Spell Save | 7 |
| Mental Save | 12 |
Defense: Resistances
| Darkness | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Agility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Intuitive Shots |
| talent | Venomous Ammunition |
| detrimental effect | The target is on fire, taking 17.65 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | thought-forged pouch of iron shots of wind (2/18, 15-18 power, 1 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 18 Turns elapse between self-loadings: 6 On weapon hit: * 10% chance to cause random gloom * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +5 mind Shots are used with slings to pummel your foes to death. |
| On hands | umbral rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 8 darkness Changes resistances: +5% darkness Changes damage: +3% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | miner's iron helm of dexterity (+3) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Dex Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Around waist | rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+5 eff.) Spellpower: +2 (+2 eff.) A belt that goes around your waist. |
| Main armor | spiked iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical A suit of armour made of metal plates. |
| In off hand | iron shield (4 def, 2 armour, 10-12 power, 17.5 block)Requires: - Dexterity 11 - Talent Agile Defense (level 1) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
| In main hand | rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
Inventory
stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+5 eff.) Fatigue: +26% A suit of armour made of metal plates. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
pouch of iron shots (21/21, 16-19.2 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 21 Shots are used with slings to pummel your foes to death. |
Achievements
Level 10
Got a character to level 10.By NormalArchArenaLong the Cornac Archer level 10
74th Pyre 122nd year of Ascendancy at 21:35 see stats
Log
Blood mage receives 54 healing from NormalArchArenaLong.
Blood mage's Blood Grasp hits NormalArchArenaLong for (9 deflected), 112 blight (112 total damage).
Talent Infusion: Regeneration is ready to use.
NormalArchArenaLong uses Headshot.
NormalArchArenaLong shoots!
NormalArchArenaLong's Shoot hits White ooze for 55 physical damage.
Talent Volley is ready to use.
Blood mage casts Phase Door.
NormalArchArenaLong's Shoot killed White ooze!
Skeleton mage casts Flame.
NormalArchArenaLong hits Rattlesnake for 11 physical damage.
Rattlesnake hits NormalArchArenaLong for 3 physical damage.
NormalArchArenaLong uses Infusion: Regeneration.
NormalArchArenaLong starts regenerating health quickly.
NormalArchArenaLong is on fire!
Skeleton mage's Flame hits NormalArchArenaLong for 58 fire damage.
Burning from Skeleton mage hits NormalArchArenaLong for 19 fire damage.
NormalArchArenaLong hits Rattlesnake for 11 physical damage.
Rattlesnake hits NormalArchArenaLong for 3 physical damage.
Skeleton mage casts Manathrust.
Skeleton mage hits NormalArchArenaLong for 79 arcane damage.
NormalArchArenaLong the level 13 cornac archer was blasted to death by a skeleton mage on level 12 of The Arena.
Skeleton mage killed NormalArchArenaLong!
NormalArchArenaLong stops regenerating health quickly.
NormalArchArenaLong deactivates Venomous Ammunition.
NormalArchArenaLong stops burning.
NormalArchArenaLong deactivates Intuitive Shots.

























































