









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 Adventure |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 18 / 10% |
Size | medium |
Lifes / Deaths | Killed by thought-forged warrior at level 9 on the 2nd Summertide 122nd year of Ascendancy at 02:05 0 / 7Killed by Wrathroot at level 11 on the 3rd Flare 122nd year of Ascendancy at 14:42 Killed by Weirdling Beast at level 17 on the 26th Dusk 122nd year of Ascendancy at 04:48 Killed by Weirdling Beast at level 17 on the 26th Dusk 122nd year of Ascendancy at 06:02 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 41st Dusk 122nd year of Ascendancy at 06:21 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 41st Dusk 122nd year of Ascendancy at 07:14 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 41st Dusk 122nd year of Ascendancy at 07:21 |
Primary Stats
Strength | 30 (base 13) |
Dexterity | 50 (base 44) |
Constitution | 35 (base 10) |
Magic | 10 (base 10) |
Willpower | 15 (base 10) |
Cunning | 56 (base 39) |
Resources
Life | -18/525 |
Stamina | 153/164 |
Healing Factor | 1.2916660017318 |
Regeneration | 1.6145825021647 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Barehand
Damage | 71 |
Accuracy | 61 |
Crit Chance | 22% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Lightning | +10% |
Light | +26% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Light | +10% |
Blight | +5% |
Arcane | +5% |
Mind | +15% |
Acid | +15% |
Defense: Base
Armour (hardiness) | 9 (35.65183292883%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 2 |
Physical Save | 25 |
Spell Save | 8 |
Mental Save | 22 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 32%( 70%) |
Cold | + 15%( 70%) |
All | + 6%( 70%) |
Darkness | + 15%( 70%) |
Light | + 61%( 70%) |
Temporal | + 22%( 70%) |
Lightning | + 44%( 70%) |
Fire | + 19%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Poison Resistance | 21% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
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 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 568% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Striking Stance |
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 successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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. | active |
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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 2. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 | ![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 16% Damage (Melee): 7 lightning Damage when hit (Melee): 8 darkness / 6 cold Changes resistances: +6% lightning / +3% darkness Changes damage: +10% lightning When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +7 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +5 Wil Changes resistances: +14% lightning / +6% temporal / +29% light / +5% fire / +5% nature / +3% acid / +5% blight / +4% cold / +7% darkness Changes resistances penetration: +10% light / +25% lightning Changes damage: +16% light Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Str Changes resistances: +24% acid / +3% fire Changes damage: +12% acid Mental crit. chance: +2% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +1.00 Rings make your fingers look great! |
Around neck | ![]() Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Dex / +3 Con Changes resistances: +12% nature / +13% blight Changes resistances penetration: +15% mind / +15% acid Poison immunity: +21% Disease immunity: +21% Equilibrium when hit: +0.04 Amulets make your neck look great! |
Main armor | ![]() Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +15% lightning / +12% nature / +10% blight A suit of armour made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes resistances penetration: +5% arcane Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +6% cold / +6% fire / +6% temporal Changes resistances penetration: +5% blight Critical mult.: +10.00% Physical save: +9 (+5 eff.) Stamina each turn: +3.00 A belt that goes around your waist. |
Inventory
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +2 (+0 eff.) Changes stats: +2 Str / +2 Con Physical save: +15 (+8 eff.) Maximum stamina: +30.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +26 (+8 eff.) Armour: +8 Defense: +10 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 4 arcane Changes stats: +4 Str Changes resistances penetration: +5% blight Spellpower: +5 (+2 eff.) Mindpower: +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 45% Changes stats: +3 Str Changes resistances penetration: +10% nature Physical save: +3 (+2 eff.) Cut immunity: +10% Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Wil Changes resistances: +9% acid / +7% cold Allows you to breathe in: water Mental save: +10 (+5 eff.) A suit of armour made of leather. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Con Changes resistances: +12% lightning / +6% temporal / +6% cold / +3% mind / +6% nature Changes damage: +6% mind Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 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: 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 Bralah the Cornac Brawler level 18
26th Dusk 122nd year of Ascendancy at 10:22 see stats
By Bralah the Cornac Brawler level 10
3rd Summertide 122nd year of Ascendancy at 17:45 see stats
By Bralah the Cornac Brawler level 17
24th Dusk 122nd year of Ascendancy at 16:00 see stats
By Bralah the Cornac Brawler level 6
78th Pyre 122nd year of Ascendancy at 13:58 see stats
By Bralah the Cornac Brawler level 12
2nd Dusk 122nd year of Ascendancy at 18:38 see stats
By Bralah the Cornac Brawler level 16
12nd Dusk 122nd year of Ascendancy at 21:17 see stats
By Bralah the Cornac Brawler level 18
41st Dusk 122nd year of Ascendancy at 07:14 see stats
Log
The Fragmented Essence of Harkor'Zun hits Bralah for (9 flat reduction), 44 acid (44 total damage).
Bralah uses Butterfly Kick.
Bralah lashes out with a spinning backhand.
The Fragmented Essence of Harkor'Zun is weakened by the darkness!
The Fragmented Essence of Harkor'Zun performs a melee critical strike against Bralah!
The Fragmented Essence of Harkor'Zun uses Steady Shot.
Bralah hits The Fragmented Essence of Harkor'Zun for 113 physical, 6 lightning, 0 arcane, 18 light, 18 light (156 total damage).
Bralah hits The Fragmented Essence of Harkor'Zun for 18 light, 85 physical, 6 lightning, 0 arcane, 18 light (127 total damage).
Bralah hits Storm drake hatchling for 19 light, 176 physical (195 total damage).
Bralah hits Giant acid ant for 19 light damage.
Bralah hits The Fragmented Essence of Harkor'Zun for 18 light damage.
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 8 darkness, 5 cold (13 total damage).
The Fragmented Essence of Harkor'Zun hits Bralah for (9 flat reduction), 55 acid (55 total damage).
Melee retaliation hits Bralah for (1 flat reduction), 0 lightning (0 total damage).
Bralah killed Storm drake hatchling!
The Fragmented Essence of Harkor'Zun's Steady Shot hits Bralah for (9 flat reduction), 166 physical, (8 flat reduction), 0 mind (166 total damage).
Talent Flurry of Fists is ready to use.
Talent Double Strike is ready to use.
The Fragmented Essence of Harkor'Zun uses Headshot.
Bralah uses Infusion: Regeneration.
Bralah starts regenerating health quickly.
Gwelgoroth casts Lightning.
The Fragmented Essence of Harkor'Zun uses Constrict.
Bralah is constricted!
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 8 darkness, 5 cold (13 total damage).
The Fragmented Essence of Harkor'Zun hits Bralah for (9 flat reduction), 34 acid (34 total damage).
Gwelgoroth hits Bralah for (9 flat reduction), 35 lightning (35 total damage).
Bralah the level 18 cornac brawler was scalded to death by The Fragmented Essence of Harkor'Zun on level 2 of Tempest Peak.
Striking Stance is still on cooldown for 8 turns.