





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/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! 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 | --- |
Mode | --- --- |
Sex | Male |
Race | Horror |
Class | Eldritch |
Level / Exp | 17 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 27 (base 24) |
Dexterity | 12 (base 12) |
Constitution | 21 (base 12) |
Magic | 38 (base 38) |
Willpower | 10 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | 442/442 |
Hate | 100/100 |
Vim | 94/94 |
Healing Factor | 0.71480446722203 |
Regeneration | 7.2910055656647 |
Speed
Mental | -20% |
Attack | 0% |
Movement | +32.60995032651% |
Spell | -20% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 10 |
See Invisible | 30 |
Offense: Mainhand
Damage | 32 |
Accuracy | 47 |
Crit Chance | 5% |
APR | 2 |
Speed | 1.25 |
Offense: Offhand
Damage | 19 |
Accuracy | 47 |
Crit Chance | 2% |
APR | 2 |
Speed | 1.25 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 2% |
Speed | 1.25 |
Offense: Mind
Mindpower | 11 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Fire | -50% |
All | -60% |
Offense: Damage Penetration
Light | +10% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 7 |
Physical Save | 26 |
Spell Save | 20 |
Mental Save | 20 |
Defense: Resistances
Nature | + 10%(100%) |
Lightning | + 3%(100%) |
Darkness | + 9%(100%) |
Cold | + 6%(100%) |
Blight | +100%(100%) |
Acid | +100%(100%) |
Fire | -24%(100%) |
All | 0%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 61% |
Knockback Resistance | 10% |
Disarm Resistance | 24% |
Blind Resistance | 100% |
Inscriptions (1/1)
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 60 life over 5 turns. |
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 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
talent | Infestation |
talent | Worm that Walks Link |
talent | Ruin |
Quests
Equipment
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Effects on melee hit: * 10% chance to reduce all saves and defense by 6 Changes stats: +2 Con Changes resistances: +6% darkness It can be used to sting an enemy dealing 46 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% fire Changes damage: +10% fire Physical save: +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +5 (+2 eff.) Confusion immunity: +21% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Changes stats: +2 Cun Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 6% Changes stats: +1 Str / +4 Con Physical save: +6 (+3 eff.) Confusion immunity: +20% Knockback immunity: +10% Life regen: +4.00 Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 6 Changes resistances: +6% fire Only die when reaching: -20.00 life Maximum life: +33.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Main armor | ![]() Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+4 eff.) Fatigue: +7% Life regen: +5.20 Maximum life: +35.00 Healing mod.: +12% A suit of armour made of leather. |
In off hand | ![]() Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 nature When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+4 eff.) Disarm immunity: +24% Blunt and deadly. |
In main hand | ![]() Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Damage (radius 2) on crit: +8 darkness When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 6% Changes resistances: +3% lightning / +3% darkness Changes resistances penetration: +10% light One-handed war axes. |
Inventory
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
![]() Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 6 Damage (Melee): +5 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Blunt and deadly. |
![]() Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+4 eff.) Disarm immunity: +23% One-handed war axes. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
![]() Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 20% chance to slow global speed by 31% * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Damage (Melee): +4 acid / +20 nature When wielded/worn: Changes resistances: +3% cold One-handed war axes. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 physical / 4 fire Changes resistances: +9% lightning Changes damage: +6% physical Physical save: +9 (+4 eff.) Mindpower: +4 (+4 eff.) A belt that goes around your waist. |
![]() 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
![]() Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. [Cosmetic Item] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
Achievements
Log
Slave combatant throws two quick punches.
You collect a new ingredient: orc heart (1).
Melee retaliation hits slave combatant for (10 flat reduction), 4 cold, (10 flat reduction), 4 cold (7 total damage).
Grappling hits Icy orc wyrmic for 0 physical damage.
slave combatant hits Icy orc wyrmic for 77 physical, 6 acid, 72 physical (156 total damage).
slave combatant killed Icy orc wyrmic!
Character control switched to Goofball.
Quest 'Till the Blood Runs Clear' status updated! (Press 'j' to see the quest log)
The crowd yells: 'BLOOOODDD!'
Quest 'Till the Blood Runs Clear' is done! (Press 'j' to see the quest log)
Quest 'Till the Blood Runs Clear' completed! (Press 'j' to see the quest log)
The Blood Master hands you the Bloodcaller.
Lore found: Bloodcaller
You can read all your collected lore in the game menu, by pressing Escape.
Goofball wears (replacing rogue's steel ring of fire (+20%)): Bloodcaller.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 16 turns (stop reason: at exit).
Character control switched to worm that walks (servant of Goofball).
Worm that walks (servant of Goofball) deactivates Infestation.
Worm that walks (servant of Goofball) activates Infestation.
Worm that walks (servant of Goofball) deactivates Worm that Walks Link.
Worm that walks (servant of Goofball) activates Worm that Walks Link.
Worm that walks (servant of Goofball) deactivates Ruin.
Worm that walks (servant of Goofball) activates Ruin.