





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Ashes of Urh'Rok 1.7.3Official 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 1.7.3Official 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 1.7.3Donators/Buyers bonus! Forbidden Cults 1.7.3Official 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 | 39 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 50 (base 46) |
| Dexterity | 24 (base 12) |
| Constitution | 17 (base 12) |
| Magic | 72 (base 60) |
| Willpower | 18 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | 571/800 |
| Hate | 106/106 |
| Vim | 196/222 |
| Healing Factor | 0.89294151927397 |
| Regeneration | 20.537654943301 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +41.31788189224% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 70 |
| Crit Chance | 23% |
| APR | 13 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 70 |
| Crit Chance | 27% |
| APR | 12 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 18% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -40% |
| Lightning | -50% |
| Nature | -52% |
| Cold | -50% |
| Physical | -52% |
| Fire | -50% |
| All | -60% |
Offense: Damage Penetration
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 25 |
| Ranged Defense | 35 |
| Fatigue | 8 |
| Physical Save | 32 |
| Spell Save | 37 |
| Mental Save | 22 |
Defense: Resistances
| Acid | +100%(100%) |
| Nature | + 36%(100%) |
| Blight | +100%(100%) |
| Darkness | + 38%(100%) |
| Fire | + 6%(100%) |
| All | + 29%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 49% |
| Knockback Resistance | 54% |
| Disarm Resistance | 20% |
| Teleport Resistance | 20% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| 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. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (125% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 darkness, 5 blight, 4 fire, 4 arcane, 4 temporal |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (125% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Corruption / Scourge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Corruption / Rot | 0.80 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Plague | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Worm that Walks Link |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Linked to their horror ally gaining 29% all damage resistance. Shared Insanity |
Quests
Equipment
| Tool | ash wand of shielding [power 170] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's copper ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 15 Damage (Melee): 7 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 15 Damage (Ranged): 8 physical Changes stats: +2 Cun / +3 Mag Spell save: +6 (+3 eff.) 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: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | steel Prothotipe's Prismatic Eye ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Defense: +9 (+5 eff.) Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). 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 123% 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 make your fingers look great! |
| On fingers | gold ring 'Lisyma'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Cun / +4 Mag Disarm immunity: +20% Pinning immunity: +49% Stun/Freeze immunity: +24% Knockback immunity: +54% Teleport immunity: +20% Life regen: +3.00 Maximum life: +20.00 Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+8 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| Main armor | radiant hardened leather armour of Eyal (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes stats: +4 Wil Changes resistances: +14% blight / +13% darkness Life regen: +4.00 Maximum life: +38.00 Light radius: +2 Healing mod.: +13% A suit of armour made of leather. |
| In off hand | Acera (33-46 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 47 acid damage in a 4 radius ball. This damage will increase by 34% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
| In main hand | plaguebringer's stralite waraxe (32-44 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 31 Damage (Melee): +5 blight When wielded/worn: Disease immunity: +18% One-handed war axes. |
Inventory
Blackkiss of the Blightspawn (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Damage (Melee): 11 darkness Effects when hit in melee: * 32% chance to reduce strength, dexterity, and constitution by 31 * 25% chance to reduce damage dealt by 13% Damage when hit (Melee): 10 mind Changes stats: +6 Cun / +6 Dex Changes resistances: +8% darkness / +5% arcane Changes resistances penetration: +15% mind Changes damage: +8% darkness Physical save: +8 (+4 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +49% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+17 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Achievements
Log
Wirmin picks up (D.): nimble reinforced leather armour (21 def, 7 armour).
Wirmin picks up (m.): quick stralite dagger (28-36 power, 9 apr).
Wirmin picks up (l.): blazebringer's stralite dagger (29-38 power, 9 apr).
Wirmin picks up (G.): reinforced leather armour of Eyal (12 def, 7 armour).
Wirmin picks up (t.): elven-wood starstaff (25-30 power, 5 apr, physical element).
Wirmin picks up (G.): rejuvenating stralite mail armour of fire resistance (4 def, 8 armour).
Wirmin picks up (z.): Kheludir the pair of hardened leather boots (0 def, 3 armour).
Wirmin picks up (z.): Spider-Silk Robe of Spydrë (10 def, 15 armour).
Wirmin picks up (k.): balanced stralite battleaxe of massacre (55-82 power, 3 apr).
Lore found: Spider-Silk Robe of Spydrë
You can read all your collected lore in the game menu, by pressing Escape.
Talent Waking Nightmare is ready to use.
Wirmin picks up (y.): balancing hardened leather belt of recklessness.
Wirmin casts Worm that Walks.
Gollum (servant of Wirmin) stops regenerating health quickly.
The shield around Gollum (servant of Wirmin) crumbles.
Gollum (servant of Wirmin) uses Infusion: Regeneration.
Gollum (servant of Wirmin) starts regenerating health quickly.
Wirmin links closer to his ally!
Gollum (servant of Wirmin) links closer to his ally!
Talent Tendrils Eruption is ready to use.
Character control switched to Gollum (servant of Wirmin).
Gollum (servant of Wirmin) deactivates Infestation.
Gollum (servant of Wirmin) activates Infestation.
Gollum (servant of Wirmin) deactivates Worm that Walks Link.
Gollum (servant of Wirmin) activates Worm that Walks Link.






































