





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 | 14 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 28 (base 28) |
| Dexterity | 12 (base 12) |
| Constitution | 13 (base 12) |
| Magic | 24 (base 22) |
| Willpower | 12 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 285/285 |
| Hate | 100/100 |
| Healing Factor | 0.52833630113153 |
| Regeneration | 1.0566726022631 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +57.441686460958% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 12 |
| See Invisible | 39 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 40 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 40 |
| Crit Chance | 1% |
| APR | 3 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 1% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 12 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -39% |
| Light | -45% |
| Cold | -55% |
| Mind | -54% |
| All | -60% |
Offense: Damage Penetration
| Arcane | +10% |
| Light | +5% |
| Cold | +7% |
Defense: Base
| Armour (hardiness) | 14.5 (43.579428603723%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 12 |
| Physical Save | 17 |
| Spell Save | 23 |
| Mental Save | 16 |
Defense: Resistances
| Acid | +100%(100%) |
| Darkness | + 24%(100%) |
| Blight | +100%(100%) |
| Arcane | + 6%(100%) |
| Fire | -44%(100%) |
| All | 0%(100%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Stun Resistance | 100% |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Worm that Walks Link |
| detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
Quests
Equipment
| On fingers | copper ring 'Glarenight'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +10% arcane / +5% light Changes damage: +15% light Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | NeryldakiraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag / +1 Con Changes resistances: +22% acid Changes damage: +11% acid / +6% mind Infravision radius: +2 See invisible: +9 Rings make your fingers look great! |
| Around waist | rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +7 (+5 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
| Main armor | Poroth (2 def, 13 armour)Requires: - Heavy armour training - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +11% blight / +10% darkness / +6% arcane Critical mult.: +10.00% Spell save: +12 (+6 eff.) Maximum vim: +20.00 Light radius: +1 A suit of armour made of mail. |
| In off hand | arcing steel mace of vileness (105% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 106% Range: 1.4x 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% On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 20 * 25% chance for lightning to strike from the target to a second target dealing 62 damage Damage (Melee): +5 blight Blunt and deadly. |
| In main hand | elemental iron longsword (100% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 100% Range: 1.4x 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% On weapon hit: * Create an explosion dealing 62 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +7% cold Changes damage: +5% cold Sharp, long, and deadly. |
Inventory
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
wizard's copper ring of the mind (+11%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% mind Changes damage: +11% mind Spell save: +6 (+3 eff.) Rings make your fingers look great! |
acidic iron dagger of crippling (98% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
iron dagger 'Balancedredge' (101% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +4 nature Damage (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+6 eff.) Changes resistances: +3% nature Disarm immunity: +22% Mindpower: +10 (+9 eff.) Sharp, short and deadly. |
iron dagger 'Skynull' (111% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 30% Damage (radius 2) on crit: +12 lightning / +4 cold When wielded/worn: Changes resistances penetration: +5% acid Sharp, short and deadly. |
Lisuressra the Lightrigor (107% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 107% Range: 1.4x 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% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+5 eff.) Damage when hit (Melee): 4 light Changes resistances: +6% light Changes damage: +3% light Disarm immunity: +22% One-handed war axes. |
iron waraxe (104% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x 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. |
pair of iron boots 'Velithra' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% acid Changes resistances penetration: +25% blight Changes damage: +9% temporal Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dimwend the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +3% nature / +9% darkness Physical save: +3 (+3 eff.) Knockback immunity: +10% Light radius: +1 Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Adydatha' (1 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Changes stats: +1 Str Changes resistances: +3% darkness / +19% fire Changes damage: +11% fire Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
linen wizard hat 'Shockwinnow' (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +12% fire / +3% mind / +6% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
Robe of the Worm (Improved) (2 def, 10 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. [Cosmetic Item] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
Achievements
Log
Venomaton wears: acidic iron dagger of crippling (98% power, 5 apr).
Venomaton wears (replacing acidic iron dagger of crippling (98% power, 5 apr)): Demonrain (105% power, 3 apr).
You give acidic iron dagger of crippling (98% power, 5 apr) to worm that walks (servant of Venomaton).
Character control switched to worm that walks (servant of Venomaton).
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Ran for 21 turns (stop reason: detrimental status effect).
Worm that walks (servant of Venomaton) is out of sight of its master; direct control will break!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You lost sight of your worm that wakls for too long; direct control is broken!
Ran for 7 turns (stop reason: worm that walks out of sight).
Character control switched to Venomaton.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 50 turns (stop reason: at exit).
Character control switched to worm that walks (servant of Venomaton).
Worm that walks (servant of Venomaton) deactivates Ruin.
Worm that walks (servant of Venomaton) deactivates Worm that Walks Link.
Worm that walks (servant of Venomaton) activates Worm that Walks Link.







































