








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.6.7Official 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 | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Brawler |
| Level / Exp | 9 / 4% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 28 (base 13) |
| Dexterity | 30 (base 26) |
| Constitution | 28 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 30 (base 27) |
Resources
| Life | 319/331 |
| Stamina | 138/138 |
| Healing Factor | 1.1363636363636 |
| Regeneration | 4.8295454545454 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Barehand
| Damage | 44 |
| Accuracy | 45 |
| Crit Chance | 16% |
| APR | 20 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Nature | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18.118138619369 (56.923076923077%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 3 |
| Physical Save | 25 |
| Spell Save | 25 |
| Mental Save | 14 |
Defense: Resistances
| Blight | + 11%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 16%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 19%( 70%) |
| Darkness | + 15%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Instadeath 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 100 life over 5 turns. |
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Pugilism | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 14% chance to get an automatic counter attack when avoiding a melee attack. (1.3 counters remaining) Counter Attacking |
Quests
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 |
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 must explore the Yeti Cave and destroy the patriarch! | 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 |
Equipment
| On feet | traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
| On hands | Gunn (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Dex dps ---------- Mind.crit +3% Phys.pwr +6 (+2 eff.) Melee+ 7 nature Dmg.mod +3% nature Acc +23 (+8 eff.) Apr +9 ----- def ----- Armour +2 Resists +7% nature +7% blight Spell.save +13 (+7 eff.) ---------- misc Psi/ret +0.12 Max.psi +30.00 Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% crit chance (max 25%) Acc +8 Apr +11 Crit +10.0% Atk.spd 125% On Crit.r2 +7 nature On Hit: 10% Venomous Breath 3 On Hit: * 11% chance to slow global speed by 39% * 13% chance to reduce armor by 10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | rough leather hat of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
| Tool | evasive elm totem of healing [power 110] (15 cooldown)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 gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Mardadil the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Resists +5% arcane +12% fire Spell.save +11 (+6 eff.) Die.at -20.00 life ---------- misc Max.stam +12.00 Rings can have magical properties. |
| On fingers | rogue's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +4 (+2 eff.) Resists +20% lightning Rings can have magical properties. |
| Around neck | restful steel amulet of mastery (0.10 Cunning / Survival)0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Masteries +0.10 Cunning/Survival Amulets can have magical properties. |
| Main armor | prismatic iron mail armour of temporal resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% temporal +11% light +11% darkness A suit of armour made of mail. |
| Light source | brass lantern2.0 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. |
| Cloak | thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Inventory
wild infusion (res 16%; mental; dur 4; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
warrior's copper amulet of mastery (0.10 Technique / Conditioning)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Masteries +0.10 Technique/Conditioning Amulets can have magical properties. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's rough leather hat (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
steel shield (0 def, 4 armour, 39.5 block)7.0 T2 shield armor [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
Automated Portable Extractor0.0 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 244/400 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. |
elm totem of stinging [power 122] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Krug the Orc Brawler level 6
13rd Retaking 124th year of Ascendancy at 10:51 see stats
Log
Krug wears: rogue's copper ring of lightning (+20%).
Krug can not wear (in off hand): steel shield (0 def, 4 armour, 39.5 block) (missing Shield usage training).
Krug wears (replacing warrior's copper amulet of mastery (0.10 Technique / Conditioning)): restful steel amulet of mastery (0.10 Cunning / Survival).
You gain 5.25 gold from the melting of focusing elm totem of stinging [power 110] (15 cooldown).
You gain 0.40 gold from the melting of quiver of elm arrows of accuracy (19/19, 16-22.4 power, 5 apr).
You gain 0.90 gold from the melting of acidic quiver of elm arrows of accuracy (21/21, 13.5-18.9 power, 5 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.00 gold from the melting of iron mail armour (2 def, 4 armour).
You collect a new ingredient: lump of iron (1).
You gain 0.25 gold from the melting of iron helm (0 def, 3 armour).
You gain 0.44 gold from the melting of grounding rough leather cap (0 def, 1 armour).
You gain 0.02 gold from the melting of linen robe (0 def, 0 armour).
You collect a new ingredient: lump of iron (1).
You gain 3.76 gold from the melting of balanced iron waraxe of daylight (10.5-14.7 power, 2 apr).
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 1.15 gold from the melting of blooming mossy mindstar (2-2.2 power, 12 apr, nature damage).
You collect a new ingredient: lump of iron (1).
You gain 0.95 gold from the melting of arcing iron longsword of massacre (18-25.2 power, 2 apr).
You gain 0.70 gold from the melting of copper ring of fire (+20%).
You gain 3.05 gold from the melting of medical injector implant of the duelist (efficiency 100% / cooldown 83%).
There is a Entrance to the Vaporous Emporium here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Krug deactivates Striking Stance.
Krug activates Striking Stance.
Krug deactivates Striking Stance.











































































