














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Official 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 1.6.0Official 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 | Arena |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Annihilator |
Level / Exp | 46 / 73% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 28 (base 14) |
Dexterity | 65 (base 60) |
Constitution | 61 (base 53) |
Magic | 18 (base 10) |
Willpower | 28 (base 10) |
Cunning | 92 (base 60) |
Resources
Life | 1314/1314 |
Steam | 122/122 |
Healing Factor | 1.4311688311689 |
Regeneration | 16.10064935065 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 17 |
See Invisible | 17 |
Offense: Mainhand
Damage | 63 |
Accuracy | 67 |
Crit Chance | 32% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 24 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Light | +9% |
Temporal | +6% |
Physical | +6% |
All | 0% |
Offense: Damage Penetration
All | +14% |
Defense: Base
Armour (hardiness) | 44 (75.817490494297%) |
Defense | 60 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 16 |
Mental Save | 41 |
Defense: Resistances
Lightning | + 29%( 70%) |
Light | + 18%( 70%) |
Cold | + 29%( 70%) |
Blight | + 19%( 70%) |
Acid | + 27%( 70%) |
Fire | + 27%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/4)
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.3 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.3 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Gadgets | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Magnetism | 1.60 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Demolition | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Artillery | 1.60 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Mecharachnid | 1.86 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Steamtech / Heavy weapons | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Turrets | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.60 |
| 4/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Chemistry | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Orc | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Engineering | 1.50 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shock Grenade |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
beneficial effect | Storing damage to unleash as a powerful lightning bolt (347/347). Capacitor Discharge |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 20% and triggers a radius 3 conal explosion dealing 39% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +4 Fatigue: -12% Damage when hit (Melee): 4 physical Maximum encumbrance: +29 Physical save: +18 (+5 eff.) Blindness immunity: +20% Stamina each turn: +1.00 Maximum life: +57.00 Maximum stamina: +18.00 Movement speed: +10% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 168% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Talent granted: +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +4 Fatigue: +3% Changes stats: +4 Dex / +5 Wil / +12 Cun Changes resistances: +7% blight Mental save: +22 (+7 eff.) A hat made of leather. Very stylish. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +3 Damage (Melee): 7 light Changes stats: +4 Str Changes resistances: +6% light Changes damage: +3% light Talent granted: +2 Flash Powder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +17% acid / +17% fire / +19% lightning / +19% cold Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +6 Wil Life regen: +9.00 Maximum life: +47.00 Spellpower: +7 (+4 eff.) Healing mod.: +10% Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% darkness / +6% temporal / +6% light / +6% physical Talent mastery: +0.26 Steamtech / Mecharachnid Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +6% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +6 Wil Damage against: +27% Summoned Reduced damage from: +18% Summoned A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Cunning 38 Powered by steamtech 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 161% Range: 1.2x Uses stat: 130% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +7.0% Block value: +230 When wielded/worn: Armour: +13 Defense: +26 (+6 eff.) Fatigue: +8% Talent granted: +4 Block Physical save: +23 (+6 eff.) Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +3 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +11% Damage when hit (Melee): 30 physical Changes stats: +6 Str / +4 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
![]() Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Slings are used to hurl stones or metal shots at your foes. |
![]() stormbringer's voratun steamsaw of crippling (150% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +96 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +41 lightning / +18 cold Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +15.0% Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances penetration: +22% lightning / +13% cold Talent granted: +3 Block Movement speed: +36% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() drakeskin leather hat of the bounder (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +7 Dex It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 78.2 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 145] simple healing salve [power 145]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 145 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() overpowered dragonbone wand of conjuration [power 615] (21 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a magical bolt dealing 615 acid damage Activation puts all charms on cooldown for 21 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
By Tosh the Orc Annihilator level 22
76th Pyre 122nd year of Ascendancy at 00:25 see stats
By Tosh the Orc Annihilator level 40
79th Pyre 122nd year of Ascendancy at 02:45 see stats
By Tosh the Orc Annihilator level 10
74th Pyre 122nd year of Ascendancy at 22:36 see stats
By Tosh the Orc Annihilator level 20
75th Pyre 122nd year of Ascendancy at 21:25 see stats
By Tosh the Orc Annihilator level 30
77th Pyre 122nd year of Ascendancy at 03:18 see stats
By Tosh the Orc Annihilator level 40
79th Pyre 122nd year of Ascendancy at 00:31 see stats
By Tosh the Orc Annihilator level 46
1st Mirth 122nd year of Ascendancy at 06:11 see stats
By Tosh the Orc Annihilator level 38
78th Pyre 122nd year of Ascendancy at 21:48 see stats
By Tosh the Orc Annihilator level 26
76th Pyre 122nd year of Ascendancy at 14:06 see stats
Log
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena!
Steamgun turret's Rocket Launcher hits Rej Arkatis for 821 fire damage.
Steamgun turret's Rocket Launcher killed Rej Arkatis!
Your summoned steamgun turret disappears.
Talent Heavy Weapon Expertise is ready to use.
Talent Medic Turret is ready to use.
Talent Grenade Launcher is ready to use.
Talent Upgrade is ready to use.
You pickup 0.85 gold pieces.
You pickup 0.70 gold pieces.
Tosh picks up (b.): stormbringer's voratun steamsaw of crippling (150% power, 25 apr).
Talent Steamgun Turret is ready to use.
Talent Flash Powder is ready to use.
Talent Safety Override is ready to use.
Talent Overclock is ready to use.
Talent Lock On is ready to use.
Talent Boltgun is ready to use.
Talent Exoskeleton is ready to use.
Tosh deactivates Shock Grenade.
Mecharachnid (servant of Tosh) deactivates Mecharachnid Link.