











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/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:
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Dwarf |
Class | Reaver |
Level / Exp | 16 / 67% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 10 on the 10th Profit 122nd year of Ascendancy at 22:45 0 / 6Killed by Mayimira the fire drake hatchling at level 10 on the 11st Profit 122nd year of Ascendancy at 10:34 Killed by worm that walks at level 10 on the 11st Profit 122nd year of Ascendancy at 10:51 Killed by Ruegdaab the uruivellas at level 14 on the 6th Wealth 122nd year of Ascendancy at 05:14 Killed by Ruegdaab the uruivellas at level 14 on the 6th Wealth 122nd year of Ascendancy at 05:48 Killed by Weirdling Beast at level 16 on the 8th Wealth 122nd year of Ascendancy at 15:31 |
Primary Stats
Strength | 48 (base 34) |
Dexterity | 9 (base 11) |
Constitution | 25 (base 11) |
Magic | 54 (base 41) |
Willpower | 30 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | -41/552 |
Vim | 75/214 |
Healing Factor | 1.1245178243369 |
Regeneration | 0.28112945608423 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 8 |
See Invisible | 16 |
Offense: Mainhand
Damage | 57 |
Accuracy | 28 |
Crit Chance | 7% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 28 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +9% |
Acid | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Cold | +5% |
Acid | +5% |
Physical | +5% |
Mind | +30% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 50.317011280365 (72.903125182002%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 10 |
Physical Save | 26 |
Spell Save | 28 |
Mental Save | 26 |
Defense: Resistances
Darkness | + 6%( 70%) |
Nature | + 3%( 70%) |
Fire | + 12%( 70%) |
Cold | + 21%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Knockback Resistance | 50% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Vim | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Ruegdaab the uruivellas. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by cold drake hatchling. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Equipment
On feet | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +13 Changes stats: +4 Cun / +6 Wil Changes resistances penetration: +10% darkness Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Stun/Freeze immunity: +20% Mindpower: +5 (+2 eff.) A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% darkness Reduces incoming crit damage: 15.00% Mental save: +5 (+3 eff.) Confusion immunity: +10% Knockback immunity: +10% Light radius: +5 See stealth: +8 See invisible: +7 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 | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +5% physical Only die when reaching: -40.00 life Mindpower: +19 (+7 eff.) See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 12% chance to reduce all saves and defense by 25 Damage (Melee): 15 mind / 23 darkness Changes stats: +3 Mag Changes damage: +3% acid Mental save: -13 (-6 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +80.00 Mindpower: +5 (+2 eff.) Damage Shield penetration: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +3% nature Changes resistances penetration: +15% nature / +5% cold It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 52. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Damage when hit (Melee): 4 nature Changes stats: +1 Str / +4 Mag / +4 Wil Reduces incoming crit damage: 5.00% Mental save: +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 4 acid Changes stats: +6 Str / +4 Wil / +5 Con Changes resistances penetration: +5% darkness / +15% mind Changes damage: +3% acid Maximum psi: +20.00 Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% fire / +10% cold Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +9 darkness Damage (radius 1) on hit: +4 acid Damage (radius 2) on crit: +4 acid Damage against: +9% Living When wielded/worn: Damage when hit (Melee): 6 blight Changes resistances penetration: +5% acid Changes damage: +9% arcane Mana each turn: +0.08 Vim when firing critical spell: +2.00 One-handed war axes. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 acid Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +4 cold When wielded/worn: Changes resistances penetration: +15% mind Changes damage: +3% mind One-handed war axes. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +10 Defense: +1 (+1 eff.) Damage when hit (Melee): 4 blight Changes resistances: +11% cold Reduces incoming crit damage: 15.00% Spellpower: +20 (+7 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +3 Str / +2 Cun / +3 Con Mental save: +11 (+6 eff.) Maximum life: +34.00 A suit of armour made of mail. |
Inventory
![]() Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Con A stylish kruk-style cloak, to look awesome. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Aurri the Dwarf Reaver level 11
30th Profit 122nd year of Ascendancy at 00:57 see stats
By Aurri the Dwarf Reaver level 10
9th Profit 122nd year of Ascendancy at 11:46 see stats
By Aurri the Dwarf Reaver level 5
17th Voratun 122nd year of Ascendancy at 08:26 see stats
By Aurri the Dwarf Reaver level 14
5th Wealth 122nd year of Ascendancy at 08:57 see stats
Log
Melee retaliation hits Iceblock for 5 acid, 10 blight, 4 nature, 4 lightning (22 total damage).
Weirdling Beast's darkness area effect hits Aurri for (10 to ice), 14 darkness (14 total damage).
Weirdling Beast's darkness area effect hits Shadow for 0 darkness damage.
Weirdling Beast casts Moonlight Ray.
Weirdling Beast hits Aurri for (52 to ice), 79 darkness (79 total damage).
Weirdling Beast hits Shadow for 0 darkness damage.
Aurri casts Bone Spear.
Aurri forces the iceblock to shatter.
Aurri misses Shadow.
Aurri is free from the ice.
Aurri hits Iceblock for 35 blight, 5 acid, 23 darkness, 16 mind (77 total damage).
Weirdling Beast's darkness area effect hits Aurri for 24 darkness damage.
Weirdling Beast's darkness area effect hits Shadow for 0 darkness damage.
Weirdling Beast casts Searing Light.
Weirdling Beast's spell attains critical power!
Weirdling Beast hits Shadow for 70 light damage.
Aurri instinctively hardens her skin and ignores the attack!
Aurri repels an attack from Shadow.
Shadow slows down.
Aurri misses Shadow.
Aurri hits Shadow for 52 physical, 1 darkness, 3 darkness, 15 mind, 4 acid (77 total damage).
Weirdling Beast's darkness area effect hits Aurri for 24 darkness damage.
Weirdling Beast's darkness area effect hits Shadow for 0 darkness damage.
Weirdling Beast's light area effect hits Aurri for 58 light damage.
Aurri is no longer pinned.
Weirdling Beast's light area effect hits Aurri for 58 light damage.
Aurri the level 16 dwarf reaver was jerkied to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.