











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 | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Bulwark |
| Level / Exp | 37 / 45% |
| Size | big |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 37 on the 2nd Mirth 122nd year of Ascendancy at 14:41 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 56 (base 48) |
| Dexterity | 42 (base 39) |
| Constitution | 50 (base 45) |
| Magic | 8 (base 10) |
| Willpower | 35 (base 28) |
| Cunning | 16 (base 10) |
Resources
| Life | -401/1873 |
| Stamina | 160/160 |
| Equilibrium | 30 |
| Healing Factor | 1.0786847857242 |
| Regeneration | 21.21508369605 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | -27% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 51 |
| Crit Chance | 18% |
| APR | 15 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | -10% |
| Light | -10% |
| Fire | -15% |
| All | -25% |
Offense: Damage Penetration
| Mind | +10% |
| Fire | +10% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 94.118918468535 (72.903125182002%) |
| Defense | 41 |
| Ranged Defense | 46 |
| Fatigue | 20 |
| Physical Save | 30 |
| Spell Save | 29 |
| Mental Save | -5 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 19%( 70%) |
| Cold | + 43%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 21%( 70%) |
| Darkness | + 48%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 73% |
| Bleed Resistance | 50% |
| Confusion Resistance | 25% |
| Knockback Resistance | 53% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
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 268 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 physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 81 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Warcries | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Last Stand |
| talent | Precise Strikes |
| talent | Shield Wall |
| talent | Antimagic Shield |
| detrimental effect | Huge cut that bleeds, doing 65.20 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
| detrimental effect | The mere sight of a Lich sent you into a frightened state, reducing all saves by 40, all damage by 25% and movement speed by 27%. Frightening Presence |
| beneficial effect | You gain 28% resistance against lightning, cold and darkness. Resolve |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Soul absorbed upon death. Soul Leech |
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 | pair of drakeskin leather boots (0 def, 5 armour)2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 A pair of boots made of leather. |
| Light source | brass lantern2.00 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 | grounding voratun helm of absorption (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +11% lightning / +6% temporal Stamina when hit: +1.80 Equilibrium when hit: +2.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | brawler's drakeskin leather gloves of butchering (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Physical power: +6 (+2 eff.) Armour: +3 Changes stats: +5 Str / +4 Dex / +3 Cun Changes resistances: +10% blight Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+5 eff.) Spell save: +21 (+10 eff.) 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. |
| On fingers | titan's stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +14.00 Maximum life: +85.00 Healing mod.: +17% Rings make your fingers look great! |
| Around neck | restful steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Cut immunity: +50% Life regen: +2.00 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 219 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | voratun waraxe of massacre (45-63 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
| Around waist | blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Stealth bonus: +6 A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+5 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+18 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+4 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 22.64 to 28.30 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | resilient cashmere cloak of battle (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable stralite mail armour of the deep (4 def, 20 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +20 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +13% acid / +9% cold Allows you to breathe in: water A suit of armour made of mail. |
Inventory
movement infusion (speed 669%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 669% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
enhanced voratun battleaxe of dampening (54-81 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Str / +19 Dex / +16 Mag / +14 Wil / +10 Cun / +13 Con Changes resistances: +19% acid / +20% cold / +14% fire / +19% lightning / +7% all Spell save: +14 (+7 eff.) Massive two-handed battleaxes. |
Acera (33-46 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 12 acid damage in a 4 radius ball. This damage will increase by 6% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
grounding iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing voratun plate armour of natural resilience (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +30% nature / +34% blight Reduced damage from: +11% Unnatural A suit of armour made of metal plates. |
Shieldsmaiden (5 def, 20 armour, 48-58 power, 150 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Ice Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
dwarven-steel shield of crushing (0 def, 6 armour, 34-41 power, 81.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.0 - 40.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Armour: +6 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
299 alchemist agate0.00 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Achievements
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Gurb the Krog Bulwark level 17
76th Pyre 122nd year of Ascendancy at 05:48 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By Gurb the Krog Bulwark level 33
79th Pyre 122nd year of Ascendancy at 22:35 see stats
Level 10 (Roguelike)
Got a character to level 10.By Gurb the Krog Bulwark level 10
75th Pyre 122nd year of Ascendancy at 05:50 see stats
Level 20 (Roguelike)
Got a character to level 20.By Gurb the Krog Bulwark level 20
76th Pyre 122nd year of Ascendancy at 19:46 see stats
Level 30 (Roguelike)
Got a character to level 30.By Gurb the Krog Bulwark level 30
78th Pyre 122nd year of Ascendancy at 21:53 see stats
Log
Gurb is cut deeply.
Armoured skeleton warrior hits Gurb for 80 physical, (15 antimagic), 0 lightning, (12 antimagic), 0 cold (80 total damage).
Gurb's manaburn arcane area effect hits Armoured skeleton warrior for 0 arcane damage.
Gurb's manaburn arcane area effect hits Mara for 43 arcane damage.
Gurb's manaburn arcane area effect hits Shadow for 50 arcane damage.
Gurb's manaburn arcane area effect hits Gurb for 0 arcane damage.
Gurb's manaburn arcane area effect hits Shadow for 0 arcane damage.
Gurb's manaburn arcane area effect hits Lord of Skulls (warrior) for 0 arcane damage.
Gurb's manaburn arcane area effect killed Shadow!
Gurb performs a melee critical strike against Shadow!
Lord of Skulls (warrior) casts Rune: Blink.
Lord of Skulls (warrior) is out of phase.
Gurb hits Shadow for 208 physical damage.
Mara misses Gurb.
Gurb killed Shadow!
Deep Wound from Armoured skeleton warrior hits Gurb for 65 physical damage.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior performs a melee critical strike against Gurb!
Gurb resists the shield bash!
Armoured skeleton warrior hits Gurb for 58 physical, 51 physical, 54 physical, 51 physical (214 total damage).
Lord of Skulls (warrior) hits Gurb for 125 physical damage.
Gurb performs a melee critical strike against Mara!
Mara misses Gurb.
Gurb hits Armoured skeleton warrior for (79 absorbed), (22 absorbed) (0 total damage).
Gurb hits Mara for (26 to minion: armoured skeleton warrior), 40 physical, (7 to minion: armoured skeleton warrior), 11 lightning (50 total damage).
Melee retaliation hits Gurb for (14 antimagic), 0 light (0 total damage).
Deep Wound from Armoured skeleton warrior hits Gurb for 65 physical damage.
Armoured skeleton warrior uses Overpower.





































































