










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 | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 25 / 59% |
Size | medium |
Lifes / Deaths | Killed by Polota the slimy ooze at level 10 on the 7th Mirth 122nd year of Ascendancy at 03:07 / 2Killed by elven blood mage at level 25 on the 14th Haze 122nd year of Ascendancy at 20:07 |
Primary Stats
Strength | 73 (base 52) |
Dexterity | 16 (base 11) |
Constitution | 60 (base 54) |
Magic | 18 (base 10) |
Willpower | 24 (base 10) |
Cunning | 25 (base 10) |
Resources
Life | -102/884 |
Stamina | 149/207 |
Healing Factor | 1.4300507772246 |
Regeneration | 15.255133844802 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 147 |
Accuracy | 44 |
Crit Chance | 16% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Nature | +9% |
Acid | +3% |
Lightning | +25% |
Darkness | +15% |
Cold | +25% |
Arcane | +25% |
Fire | +25% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Arcane | +25% |
Cold | +25% |
All | 0% |
Lightning | +25% |
Light | +10% |
Physical | +15% |
Fire | +25% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 42.08934837382 (81.151787968034%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 22 |
Physical Save | 40 |
Spell Save | 35 |
Mental Save | 22 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 22%( 70%) |
All | + 15%( 70%) |
Lightning | + 21%( 70%) |
Light | + 30%( 70%) |
Temporal | + 37%( 70%) |
Darkness | + 18%( 70%) |
Fire | + 28%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 24% |
Bleed Resistance | 20% |
Disarm Resistance | 24% |
Silence Resistance | 20% |
Stun Resistance | 43% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 197 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.50 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by imy11. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by giant brown rat. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Glywyn the black mamba. Escort: temporal explorer (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 96. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed sandworm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Armour: +3 Fatigue: -6% Damage when hit (Melee): 2 light Changes resistances: +7% lightning / +9% temporal / +6% light / +15% fire Stamina each turn: +0.40 Maximum life: +40.00 Movement speed: +10% A pair of boots made of leather. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +2 Cun / +3 Wil Changes resistances: +3% nature Reduces incoming crit damage: 10.00% Disease immunity: +10% Maximum life: +41.00 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 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 41% * 20% chance to reduce damage dealt by 14% Damage when hit (Melee): 4 nature Changes stats: +4 Str Changes resistances: +3% acid Changes damage: +3% darkness A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +3% darkness / +12% light Changes resistances penetration: +10% light Life regen: +4.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Changes stats: +4 Str / +5 Dex / +2 Mag / +3 Cun Stun/Freeze immunity: +23% Life regen: +3.00 Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Physical save: +9 (+3 eff.) Cut immunity: +20% Only die when reaching: -40.00 life Maximum life: +34.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +2 Str / +3 Wil / +4 Cun / +2 Con Changes damage: +3% acid Massive two-handed mauls. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Str / +4 Wil / +4 Con Changes resistances: +12% blight Changes damage: +12% darkness Talent mastery: +0.20 Technique / Grappling Spell save: +3 (+1 eff.) Silence immunity: +20% Disarm immunity: +24% Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Accuracy: +30 (+10 eff.) Physical crit. chance: +2.0% Armour: +13 Fatigue: +22% Changes resistances: +8% arcane Changes resistances penetration: +15% acid / +15% physical Changes damage: +9% nature Physical save: +6 (+2 eff.) Spell save: +17 (+7 eff.) Stamina each turn: +3.00 A suit of armour made of metal plates. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Changes stats: +2 Wil Changes resistances penetration: +10% mind Reduces incoming crit damage: 5.00% Mental save: +7 (+3 eff.) Disease immunity: +20% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +17% temporal Pinning immunity: +24% Knockback immunity: +21% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.34 cold and 10.67 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
![]() blazebringer's dwarven-steel longsword of dampening (22-31 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 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% Damage (radius 2) on crit: +34 fire When wielded/worn: Changes resistances: +9% acid / +9% lightning / +10% cold / +12% fire / +4% all Changes resistances penetration: +6% fire Spell save: +6 (+3 eff.) Global speed: +4% Sharp, long, and deadly. |
![]() Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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. |
Achievements
By imy11 the Cornac Berserker level 20
51st Dusk 122nd year of Ascendancy at 07:56 see stats
By imy11 the Cornac Berserker level 20
51st Dusk 122nd year of Ascendancy at 04:35 see stats
By imy11 the Cornac Berserker level 25
12nd Haze 122nd year of Ascendancy at 18:17 see stats
By imy11 the Cornac Berserker level 10
3rd Mirth 122nd year of Ascendancy at 06:35 see stats
By imy11 the Cornac Berserker level 20
51st Dusk 122nd year of Ascendancy at 04:34 see stats
By imy11 the Cornac Berserker level 16
18th Dusk 122nd year of Ascendancy at 18:06 see stats
By imy11 the Cornac Berserker level 23
9th Haze 122nd year of Ascendancy at 06:23 see stats
By imy11 the Cornac Berserker level 10
3rd Mirth 122nd year of Ascendancy at 21:09 see stats
By imy11 the Cornac Berserker level 21
3rd Haze 122nd year of Ascendancy at 15:26 see stats
By imy11 the Cornac Berserker level 23
8th Haze 122nd year of Ascendancy at 17:34 see stats
By imy11 the Cornac Berserker level 14
1st Summertide 122nd year of Ascendancy at 21:21 see stats
By imy11 the Cornac Berserker level 10
7th Mirth 122nd year of Ascendancy at 03:07 see stats
Log
Talent Stunning Blow is ready to use.
Deep Wound from Ce'Nedalaith the elven guard hits imy11 for (17 to ice), 25 physical (25 total damage).
Bleeding from Ce'Nedalaith the elven guard hits imy11 for (18 to ice), 27 physical (27 total damage).
Imy11 stops regenerating health quickly.
Deep Wound from Ce'Nedalaith the elven guard hits imy11 for 61 physical damage.
Bleeding from Ce'Nedalaith the elven guard hits imy11 for 67 physical damage.
Elven blood mage casts Blood Spray.
Imy11 is afflicted by a decrepitude disease!
Elven blood mage hits imy11 for 143 blight damage.
Imy11 stops bleeding.
Imy11's deep wound closes.
Talent Fearless Cleave is ready to use.
Decrepitude Disease from Elven blood mage hits imy11 for 28 blight damage.
Imy11 has finished recovering.
Talent Adrenaline Surge is ready to use.
Decrepitude Disease from Elven blood mage hits imy11 for 28 blight damage.
Decrepitude Disease from Elven blood mage hits imy11 for 28 blight damage.
Imy11's is no longer disrupted.
Imy11 is free from the decrepitude disease.
Elven blood mage has regained its confidence.
Elven blood mage casts Drain.
Elven blood mage's spell attains critical power!
Elven blood mage hits imy11 for 322 blight damage.
imy11 the level 25 cornac berserker was poxed to death by an elven blood mage on level 2 of Dark crypt.