




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.
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Campaign | --- |
Mode | --- --- |
Sex | Male |
Race | Horror |
Class | Eldritch |
Level / Exp | 28 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 36 (base 36) |
Dexterity | 12 (base 12) |
Constitution | 23 (base 18) |
Magic | 42 (base 42) |
Willpower | 25 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 571/571 |
Hate | 100/100 |
Vim | 178/178 |
Healing Factor | 0.60990222118212 |
Regeneration | 0.60990222118212 |
Speed
Mental | -20% |
Attack | 0% |
Movement | +20% |
Spell | -20% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 13 |
See Stealth | 5 |
See Invisible | 35 |
Offense: Mainhand
Damage | 59 |
Accuracy | 45 |
Crit Chance | 12% |
APR | 5 |
Speed | 1.25 |
Offense: Offhand
Damage | 35 |
Accuracy | 45 |
Crit Chance | 10% |
APR | 5 |
Speed | 1.25 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 1% |
Speed | 1.25 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Nature | -45% |
Acid | -32% |
Mind | -45% |
All | -60% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 15 (60%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 34 |
Mental Save | 33 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Cold | + 49%(100%) |
All | + 39%(100%) |
Lightning | + 43%(100%) |
Light | + 48%(100%) |
Temporal | + 43%(100%) |
Fire | + 9%(100%) |
Nature | + 57%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 125 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Scourge | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Rot | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Plague | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
talent | Infestation |
talent | Worm that Walks Link |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
Equipment
Tool | ![]() 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: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +26% acid Changes damage: +13% acid Mental save: +10 (+5 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Blindness immunity: +25% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Wil Mental save: +6 (+3 eff.) Spellpower: +5 (+1 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+9 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
In off hand | ![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Sharp, long, and deadly. |
In main hand | ![]() Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 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% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
Inventory
![]() Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 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: Curse of Death (20% chance level 4). One-handed war axes. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 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: 400 Base Damage: 176 Armor: 11 All Resist: 10 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Worm that walks (servant of Drizzy D) is poisoned!
Green ooze is poisoned!
Green ooze slows down.
Melee retaliation hits Green ooze for 2 nature, 13 nature (15 total damage).
Green ooze hits Worm that walks (servant of Drizzy D) for (1 absorbed), 0 nature (0 total damage).
You pickup 0.65 gold pieces.
Poison from Green ooze hits Worm that walks (servant of Drizzy D) for (1 absorbed), 0 nature (0 total damage).
Epidemic from Worm that walks (servant of Drizzy D) hits Green ooze for 12 blight damage.
Poison from Worm that walks (servant of Drizzy D) hits Green ooze for 2 nature damage.
Worm that walks (servant of Drizzy D) casts Rune: Shatter Afflictions.
Worm that walks (servant of Drizzy D) stops being poisoned.
Worm that walks (servant of Drizzy D) casts Virulent Strike.
Green ooze is afflicted by a weakness disease!
Worm that walks (servant of Drizzy D) hits Green ooze for 33 physical, 22 physical, 14 blight, 9 blight (78 total damage).
Worm that walks (servant of Drizzy D) killed Green ooze!
The shield around worm that walks (servant of Drizzy D) crumbles.
Talent Fold Gravity is ready to use.
Drizzy D picks up (y.): enveloping linen cloak of Iron Throne (7 def, 0 armour).
Talent Infusion: Healing is ready to use.
Character control switched to worm that walks (servant of Drizzy D).
Worm that walks (servant of Drizzy D) deactivates Infestation.
Worm that walks (servant of Drizzy D) activates Infestation.
Worm that walks (servant of Drizzy D) deactivates Worm that Walks Link.
Worm that walks (servant of Drizzy D) activates Worm that Walks Link.