



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! 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 | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Horror |
| Class | Eldritch |
| Level / Exp | 16 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 28 (base 20) |
| Dexterity | 16 (base 13) |
| Constitution | 22 (base 17) |
| Magic | 36 (base 33) |
| Willpower | 20 (base 11) |
| Cunning | 20 (base 10) |
Resources
| Life | 338/408 |
| Hate | 106/106 |
| Vim | 130/130 |
| Healing Factor | 0.59375 |
| Regeneration | 0.59375 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 50 |
| Crit Chance | 14% |
| APR | 10 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 50 |
| Crit Chance | 11% |
| APR | 10 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 4% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | -49% |
| All | -60% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 24 |
| Mental Save | 16 |
Defense: Resistances
| Acid | + 99%(100%) |
| Light | + 3%(100%) |
| Darkness | + 15%(100%) |
| Blight | + 99%(100%) |
| Cold | + 22%(100%) |
| Fire | -50%(100%) |
| All | 0%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Knockback Resistance | 62% |
| Disarm Resistance | 45% |
| Pinning Resistance | 22% |
| Blind Resistance | 100% |
Inscriptions (1/1)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 0.80 |
| 1/5 |
| 0/5 |
| 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 |
| 2/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Worm that Walks Link |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
Equipment
| Tool | stralite torque of clear mind 'Beliruiyon' [power 3] (3/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Str / +3 Dex Spellpower on spell critical (stacks up to 3 times): +6 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 14% for 2 turns. * Reduce fatigue by 28% for 2 turns. * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | solipsist's copper ring of frost (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +22% cold Changes damage: +11% cold Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | solipsist's copper ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +8 (+5 eff.) Changes stats: +4 Cun / +5 Wil Mindpower: +5 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | gladiator's copper ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 18 Damage (Melee): 7 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 18 Damage (Ranged): 7 physical Changes stats: +5 Str / +1 Cun / +5 Con Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| On fingers | wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | balanced steel waraxe of erosion (12.5-17.5 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 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: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+4 eff.) Disarm immunity: +22% One-handed war axes. |
| In off hand | arcing steel mace of crippling (13.5-18.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 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: * 25% chance for lightning to strike from the target to a second target dealing 73 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Blunt and deadly. |
Inventory
arcing iron longsword of massacre (17-23.8 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.0 - 23.8 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: * 25% chance for lightning to strike from the target to a second target dealing 73 damage Sharp, long, and deadly. |
Samuregoblek the iron waraxe (11.5-16.1 power, 2 apr)Requires: - Strength 11 Infused by nature 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% Damage (Melee): +5 nature Damage (radius 1) on hit: +8 mind When wielded/worn: Changes resistances penetration: +5% physical Critical mult.: +5.00% Mindpower: +15 (+8 eff.) One-handed war axes. |
Dazzlejustice (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +9% mind Changes resistances penetration: +5% light Changes damage: +12% light Life regen: +1.00 Maximum life: +33.00 Light radius: +3 Healing mod.: +12% A suit of armour made of mail. |
Fireobeisance (2 def, 6 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +6% physical / +3% light / +12% fire Physical save: +10 (+5 eff.) Spell save: +9 (+5 eff.) Teleport immunity: +20% A suit of armour made of mail. |
Robe of the Worm (Improved) (2 def, 4 armour)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. |
nightwalker's alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Critical mult.: +12.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Achievements
Log
You give Dazzlejustice (3 def, 8 armour) to worm that walks (servant of Ateluc).
You give balanced steel waraxe of erosion (12.5-17.5 power, 3 apr) to worm that walks (servant of Ateluc).
You give arcing steel mace of crippling (13.5-18.9 power, 3 apr) to worm that walks (servant of Ateluc).
Character control switched to worm that walks (servant of Ateluc).
Worm that walks (servant of Ateluc) stops regenerating health quickly.
Worm that walks (servant of Ateluc) can not wear (main armor): Dazzlejustice (3 def, 8 armour) (not enough stat).
Worm that walks (servant of Ateluc) can not wear (main armor): Dazzlejustice (3 def, 8 armour) (not enough stat).
Worm that walks (servant of Ateluc) can not wear (main armor): Dazzlejustice (3 def, 8 armour) (not enough stat).
Worm that walks (servant of Ateluc) can not wear (main armor): Dazzlejustice (3 def, 8 armour) (not enough stat).
Worm that walks (servant of Ateluc) can not wear (main armor): Dazzlejustice (3 def, 8 armour) (not enough stat).
Worm that walks (servant of Ateluc) can not wear (main armor): Dazzlejustice (3 def, 8 armour) (not enough stat).
New shimmer option unlocked: steel waraxe
Worm that walks (servant of Ateluc) wears (replacing Samuregoblek the iron waraxe (11.5-16.1 power, 2 apr)): balanced steel waraxe of erosion (12.5-17.5 power, 3 apr).
Worm that walks (servant of Ateluc) wears (replacing arcing iron longsword of massacre (17-23.8 power, 2 apr)): arcing steel mace of crippling (13.5-18.9 power, 3 apr).
Worm that walks (servant of Ateluc) can not wear (main armor): Dazzlejustice (3 def, 8 armour) (not enough stat).
worm that walks (servant of Ateluc) can not wear nightwalker's alchemist's lamp.
Worm that walks (servant of Ateluc) wears: stralite torque of clear mind 'Beliruiyon' [power 3] (25 cooldown).
Talent Infusion: Regeneration is ready to use.
Character control switched to Ateluc.
Character control switched to worm that walks (servant of Ateluc).
Saving game...
Saving done.
Worm that walks (servant of Ateluc) deactivates Worm that Walks Link.
Worm that walks (servant of Ateluc) deactivates Infestation.
Ateluc deactivates Chaos Orbs.






































