







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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Anorithil |
Level / Exp | 4 / 20% |
Size | medium |
Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 05:56 2 / 1 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 12 (base 12) |
Magic | 26 (base 25) |
Willpower | 11 (base 10) |
Cunning | 13 (base 13) |
Resources
Life | -30/137 |
Positive | 25/39 |
Negative | 5/39 |
Healing Factor | 1.0191526171258 |
Regeneration | 0.25478815428144 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15.251970468146% |
Spell | +4.6034464104159% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 10 |
Accuracy | 5 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 11% |
Speed | 0.95599144609104 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +16% |
Defense: Base
Armour (hardiness) | 1 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 1 |
Physical Save | 8 |
Spell Save | 21 |
Mental Save | 8 |
Defense: Resistances
Acid | + 12%( 70%) |
Cold | + 17%( 70%) |
Lightning | + 12%( 70%) |
Fire | + 18%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Celestial / Eclipse | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Hymn of Shadows |
talent | Chant of Resistance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 25.64 nature damage per turn. Poison |
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
Equipment
Main armor | ![]() 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
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 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +6% fire A cap made of leather. |
In main hand | ![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Inventory
![]() elm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Longbows are used to shoot arrows at your foes. |
![]() coral trident (12-20 power, 6 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 12.5 - 20.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() coral trident (14-22 power, 6 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() coral trident (14-22 power, 6 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() coral trident of erosion (14-22 power, 6 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 13.5 - 21.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +9 nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() flaming coral trident (12-20 power, 6 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 12.5 - 20.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +10 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() balanced iron waraxe of persecution (13-18 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage against: +5% Unnatural When wielded/worn: Accuracy: +5 (+5 eff.) Defense: +5 (+5 eff.) Changes stats: +1 Wil Disarm immunity: +21% One-handed war axes. |
![]() iron waraxe of massacre (18-25 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% A suit of armour made of metal plates. |
![]() quiver of elm arrows of daylight (15/15, 17-24 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 17.0 - 23.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 15 Damage (Ranged): +9 light Damage against: +9% Undead Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() quick elm totem of summon tentacle [power 85] (16 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 170 Base Damage: 85 Armor: 1 All Resist: 0 Activation puts all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Eclipse the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 05:28 see stats
Log
Eclipse's light area effect hits Lady Zoisla the Tidebringer for 23 light damage.
Eclipse stops regenerating health quickly.
Eclipse feels pain again.
Talent Shadow Blast is ready to use.
Talent Healing Light is ready to use.
Lady Zoisla the Tidebringer uses Mind Sear.
Lady Zoisla the Tidebringer hits Eclipse for 47 mind damage.
Eclipse casts Healing Light.
Eclipse receives 110 healing.
Eclipse casts Twilight.
Talent Searing Light is ready to use.
Lady Zoisla the Tidebringer uses Mind Sear.
Lady Zoisla the Tidebringer hits Eclipse for 47 mind damage.
Eclipse casts Moonlight Ray.
Eclipse hits Lady Zoisla the Tidebringer for 71 darkness damage.
Talent Infusion: Regeneration is ready to use.
Lady Zoisla the Tidebringer uses Spit Poison.
Eclipse is poisoned!
Lady Zoisla the Tidebringer hits Eclipse for 24 nature damage.
Eclipse casts Shadow Blast.
Eclipse hits Eclipse for 25 darkness damage.
Eclipse hits Lady Zoisla the Tidebringer for 25 darkness damage.
Poison from Lady Zoisla the Tidebringer hits Eclipse for 24 nature damage.
Lady Zoisla the Tidebringer uses Mind Sear.