










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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! Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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: |
Campaign | Arena |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 27 / 73% |
Size | medium |
Lifes / Deaths | Killed by orc archer at level 27 on the 76th Pyre 122nd year of Ascendancy at 22:58 / 1 |
Primary Stats
Strength | 15 (base 12) |
Dexterity | 12 (base 12) |
Constitution | 39 (base 39) |
Magic | 67 (base 58) |
Willpower | 29 (base 20) |
Cunning | 18 (base 12) |
Resources
Life | -341/445 |
Mana | 151/151 |
Positive | 98/98 |
Soul | 8/8 |
Healing Factor | 1.2162543368031 |
Regeneration | 2.7365722578069 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | +20.448276103484% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 27 |
Accuracy | 11 |
Crit Chance | 15% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 23% |
Speed | 0.83023189069211 |
Cooldown Reduction | 66.484359310275 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +24% |
Lightning | +12% |
Fire | +30% |
Light | +41% |
Offense: Damage Penetration
Light | +45% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 41 |
Mental Save | 24 |
Defense: Resistances
Acid | + 36%( 70%) |
Light | + 60%( 70%) |
Cold | + 36%( 70%) |
Lightning | + 54%( 70%) |
Fire | + 47%( 70%) |
All | + 24%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (83% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns (69 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 7 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 64 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 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
Spell / Meta | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Celestial / Radiance | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Shield |
talent | Spikes of Decrepitude |
talent | Energy Alteration |
talent | Searing Sight |
talent | Spellcraft |
talent | Aether Permeation |
talent | Chant of Resistance |
detrimental effect | The target is poisoned, taking 17.50 nature damage per turn. Poison |
beneficial effect | The target's spellpower has been increased by 3. Spellsurge |
beneficial effect | The target is protected by the sun, increasing their spell casting speed by 20%, reducing spell cooldowns by 36%, and preventing damage over 63% of your maximum life from a single hit. Suncloak |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
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 stats: +3 Str A cap made of leather. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +6 Cun Changes resistances: +24% light Changes damage: +12% light Rings make your fingers look great! |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% lightning Changes damage: +12% lightning Mental save: +8 (+4 eff.) Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Stealth bonus: +5 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Maximum vim: +20.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Physical save: +5 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +22% 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. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +15% fire / +9% all Changes damage: +10% fire Mana each turn: +0.12 Psi each turn: +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +2 Mag Life regen: +2.00 Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets make your neck look great! |
Inventory
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+4 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 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% light Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning 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. |
![]() pouch of iron shots (11/11, 14-17 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 11 Shots are used with slings to pummel your foes to death. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
By Sunny the Cornac Adventurer level 21
76th Pyre 122nd year of Ascendancy at 00:53 see stats
By Sunny the Cornac Adventurer level 10
74th Pyre 122nd year of Ascendancy at 19:55 see stats
By Sunny the Cornac Adventurer level 20
75th Pyre 122nd year of Ascendancy at 18:46 see stats
By Sunny the Cornac Adventurer level 5
74th Pyre 122nd year of Ascendancy at 13:58 see stats
By Sunny the Cornac Adventurer level 3
74th Pyre 122nd year of Ascendancy at 12:50 see stats
By Sunny the Cornac Adventurer level 23
76th Pyre 122nd year of Ascendancy at 06:43 see stats
Log
Sunny's deep wound closes.
Shadowblade loses sight!
Searing Sight hits Orc archer for 24 light damage.
Searing Sight hits Orc archer for 24 light damage.
Searing Sight hits Shadowblade for 29 light damage.
Searing Sight hits Orc archer for 24 light damage.
Poison from Bee swarm hits Sunny for 13 nature damage.
Orc archer calms down.
Orc archer calms down.
Orc archer shoots!
Orc archer shoots!
Shadowblade misses Sunny.
Shadowblade misses Sunny.
Orc archer's Shoot hits Sunny for 43 physical, 4 fire, 7 fire (55 total damage).
Orc archer's Shoot hits Sunny for 59 physical damage.
Orc archer is dazed!
Searing Sight hits Orc archer for 24 light damage.
Searing Sight hits Orc archer for 24 light damage.
Searing Sight hits Shadowblade for 29 light damage.
Searing Sight hits Orc archer for 24 light damage.
Poison from Bee swarm hits Sunny for 13 nature damage.
Orc archer calms down.
Searing Sight killed Shadowblade!
Sunny casts Suncloak.
Sunny is energized and protected by the Sun!
Orc archer shoots!
Orc archer shoots!
Orc archer roars triumphantly.