




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.
|
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Horror |
| Class | Eldritch |
| Level / Exp | 21 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 33 (base 30) |
| Dexterity | 12 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 43 (base 40) |
| Willpower | 10 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 387/387 |
| Hate | 100/100 |
| Vim | 118/150 |
| Healing Factor | 0.51915261712575 |
| Regeneration | 0.51915261712575 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 44 |
| Crit Chance | 12% |
| APR | 7 |
| Speed | 1.25 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 2% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -37% |
| Light | -50% |
| Cold | -50% |
| Nature | -50% |
| Physical | -53% |
| Fire | -54% |
| All | -60% |
Offense: Damage Penetration
| Fire | +5% |
| Temporal | +25% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 3 |
| Physical Save | 25 |
| Spell Save | 25 |
| Mental Save | 19 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | +100%(100%) |
| Physical | + 42%(100%) |
| Cold | + 44%(100%) |
| All | + 36%(100%) |
| Light | + 49%(100%) |
| Mind | + 52%(100%) |
| Fire | + 16%(100%) |
| Nature | + 49%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (1/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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. |
Class Talents
| Corruption / Scourge | 1.00 |
| 0/5 |
| 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 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 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
| On fingers | rogue's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +4 (+4 eff.) Changes stats: +2 Cun Spellpower: +6 (+2 eff.) Mindpower: +5 (+4 eff.) Rings make your fingers look great! |
| On fingers | copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
| On fingers | savior's steel ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Physical save: +9 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great! |
| On fingers | warrior's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
| Around waist | blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+7 eff.) Fatigue: -5% Stealth bonus: +5 Maximum encumbrance: +21 A belt that goes around your waist. |
| Main armor | cashmere robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% acid / +10% physical / +12% fire / +12% cold / +11% all Changes damage: +12% acid / +7% physical / +6% fire / +10% cold Talent cooldown: Refit Golem (-3 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In off hand | dwarven-steel shield 'Hanyruitar' (0 def, 12 armour, 74.5 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour penetration: +3 Armour: +12 Fatigue: +8% Damage (Melee): 10 cold Damage when hit (Melee): 5 ice Changes stats: +1 Str / +3 Mag Talent granted: +1 Block Handheld deflection devices. |
| In main hand | Cindergrinder (30-42 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +5 fire When wielded/worn: Physical crit. chance: +8.0% Physical power: +6 (+2 eff.) Changes resistances: +6% fire Changes resistances penetration: +5% fire / +25% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, long, and deadly. |
Inventory
Stormlash (17-19 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 6.07 to 18.20 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Achievements
Log
There is a next level here (press '' or right click to use).
You may not change level so soon after a kill (2 game turns left to wait)!
Resting starts...
Rested for 1 turns (stop reason: suffocating).
You give cashmere robe of alchemy (0 def, 0 armour) to worm that walks (servant of Kej).
You collect a new ingredient: lump of steel (1).
You gain 3.54 gold from the melting of enlightening steel plate armour (0 def, 9 armour).
You gain 6.23 gold from the melting of traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.76 gold from the melting of chilling dwarven-steel waraxe of massacre (28-40 power, 4 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.04 gold from the melting of elemental steel mace (14-20 power, 3 apr).
There is a previous level here (press '' or right click to use).
Lore found: magical barrier
You can read all your collected lore in the game menu, by pressing Escape.
Character control switched to worm that walks (servant of Kej).
Kej links closer to his ally!
Worm that walks (servant of Kej) links closer to his ally!
Talent Virulent Disease is ready to use.
Worm that walks (servant of Kej) wears (replacing troll-hide cured leather armour of command (12 def, 8 armour)): cashmere robe of alchemy (0 def, 0 armour).
You give troll-hide cured leather armour of command (12 def, 8 armour) to Kej.
Worm that walks (servant of Kej) deactivates Infestation.
Worm that walks (servant of Kej) activates Infestation.
Worm that walks (servant of Kej) deactivates Worm that Walks Link.
Worm that walks (servant of Kej) activates Worm that Walks Link.


































