





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! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/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:
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.
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Campaign | --- |
Mode | --- --- |
Sex | Male |
Race | Horror |
Class | Eldritch |
Level / Exp | 18 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 32 (base 32) |
Dexterity | 14 (base 12) |
Constitution | 21 (base 12) |
Magic | 31 (base 28) |
Willpower | 17 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | 84/386 |
Hate | 100/100 |
Vim | 128/128 |
Healing Factor | 0.025627940884088 |
Regeneration | 0.025627940884088 |
Speed
Mental | -20% |
Attack | 0% |
Movement | +11.093867610317% |
Spell | -20% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 10 |
See Invisible | 30 |
Offense: Mainhand
Damage | 44 |
Accuracy | 38 |
Crit Chance | 6% |
APR | 4 |
Speed | 1.25 |
Offense: Offhand
Damage | 23 |
Accuracy | 38 |
Crit Chance | 3% |
APR | 5 |
Speed | 1.25 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 3% |
Speed | 1.25 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Arcane | -50% |
Lightning | -36% |
Acid | -50% |
All | -60% |
Offense: Damage Penetration
Nature | +20% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 3 |
Physical Save | 32 |
Spell Save | 28 |
Mental Save | 15 |
Defense: Resistances
Physical | + 36%(100%) |
Lightning | + 36%(100%) |
Acid | +100%(100%) |
Cold | + 49%(100%) |
Blight | +100%(100%) |
Arcane | + 32%(100%) |
Fire | + 3%(100%) |
All | + 25%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Blind Resistance | 100% |
Inscriptions (1/1)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (125% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Rot | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
talent | Ruin |
talent | Worm that Walks Link |
beneficial effect | The target is out of phase with reality, increasing defense by 25, resist all by 25%, and reducing the duration of detrimental timed effects by 25%. Out of PhaseThese effects cap at 40%. |
detrimental effect | The target is infected by a disease, doing 32.61 blight damage per turn and reducing healing received by 56%. EpidemicEach non-disease blight damage done to it will spread the disease. |
beneficial effect | The target is in a magical frenzy, improving spellpower by 2. Bloodlust |
Quests
Equipment
Tool | ![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% arcane Changes damage: +10% arcane Spell save: +6 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% acid Changes damage: +10% acid Spell save: +11 (+6 eff.) Maximum stamina: +10.00 Rings can have magical properties. |
On fingers | ![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +5 (+2 eff.) Armour: +6 Changes damage: +9% lightning Critical mult.: +15.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to create a temporary shield that absorbs 191 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Main armor | ![]() Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 13/30) : Effective talent level: 2.0 Power cost: 20 out of 13/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 19.49 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
In off hand | ![]() Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Con / +7 Wil Changes resistances: +12% cold / +21% fire Changes resistances penetration: +20% nature Maximum life: +10.00 Blunt and deadly. |
In main hand | ![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +3 (+1 eff.) Blindness immunity: +10% Disease immunity: +10% Confusion immunity: +10% Only die when reaching: -60.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
Inventory
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +2 Str / +3 Cun Changes resistances: +3% blight Changes damage: +5% physical Disarm immunity: +20% See invisible: +9 Sharp, long, and deadly. |
![]() Requires: - Strength 11 Powered by arcane forces 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: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage Damage Shield penetration (this weapon only): +12% One-handed war axes. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% 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: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
![]() Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 temporal When wielded/worn: Changes resistances: +7% temporal One-handed war axes. |
![]() 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 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Changes resistances: +9% light Changes resistances penetration: +10% mind Changes damage: +9% light Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 1/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +12% lightning Spell save: +12 (+6 eff.) Mental save: +6 (+5 eff.) Equilibrium when hit: +0.04 Mindpower: +5 (+3 eff.) It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Achievements
Log
Carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's blight area effect hits Worm that walks (servant of Flaran) for 0 blight damage.
Carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's blight area effect hits Worm that walks (servant of Flaran) for 0 blight damage.
Carrion worm mass's blight area effect hits Flaran for 8 blight damage.
Carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's blight area effect hits Worm that walks for 0 blight, 4 healing (0 total damage) [4 healing].
Flaran uses Infusion: Wild.
Flaran lessens the pain.
Flaran casts Lash Out.
Carrion worm mass is weakened by the darkness!
A carrion worm mass has spawned from worm that walks' wounds!
Flaran misses Worm that walks.
Personal New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Flaran hits Carrion worm mass for 22 light, 91 darkness, 21 light, 7 nature, 68 physical (210 total damage).
Flaran hits Carrion worm mass for 125 darkness, 13 light, 10 nature (148 total damage).
Flaran hits Carrion worm mass for 24 light damage.
Flaran hits Carrion worm mass for 17 light, 21 light (38 total damage).
Flaran hits Worm that walks for 195 darkness, 14 light, 6 nature, 13 light (228 total damage).
Character control switched to worm that walks (servant of Flaran).
Flaran killed Carrion worm mass!
Epidemic from Worm that walks hits Flaran for 34 blight damage.
Epidemic from Worm that walks killed Flaran!
worm that walks (servant of Flaran) HEALS from blight damage!
Epidemic from Worm that walks hits worm that walks (servant of Flaran) for 0 blight damage.
Worm that walks (servant of Flaran) deactivates Worm that Walks Link.
Worm that walks (servant of Flaran) deactivates Ruin.
Worm that walks (servant of Flaran) is no longer out of phase.
Worm that walks (servant of Flaran) is free from the epidemic.