




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:
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:
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.
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Campaign | --- |
Mode | --- --- |
Sex | Male |
Race | Runic Golem |
Class | Golem |
Level / Exp | 14 / 0% |
Size | big |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 43 (base 40) |
Dexterity | 12 (base 12) |
Constitution | 14 (base 12) |
Magic | 12 (base 12) |
Willpower | 10 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 370/370 |
Mana | 152/152 |
Stamina | 139/139 |
Healing Factor | 1.3538687296371 |
Regeneration | 1.3538687296371 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 10 |
See Invisible | 30 |
Offense: Mainhand
Damage | 84 |
Accuracy | 46 |
Crit Chance | 10% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 11 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Blight | +3% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 12.317011280365 (72.903125182002%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 12 |
Physical Save | 22 |
Spell Save | 9 |
Mental Save | 9 |
Defense: Resistances
Nature | + 14%(100%) |
Acid | + 15%(100%) |
Mind | -2%(100%) |
All | + 7%(100%) |
Defense: Immunities
Silence Resistance | 0% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Stoning Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Golem / Fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Golem / Arcane | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Effects
detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
Quests
Equipment
Main armor | ![]() Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +3 Str / +2 Con Maximum life: +34.00 A suit of armour made of mail. |
In main hand | ![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 141% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 6 On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +10 blight Damage (radius 1) on hit: +8 light When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+3 eff.) Changes damage: +3% blight Massive two-handed swords. |
Inventory
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Damage Shield penetration (this weapon only): +17% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +12 (+12 eff.) Changes stats: +1 Dex Changes resistances penetration: +5% lightning Physical save: +9 (+4 eff.) Disarm immunity: +35% Massive two-handed battleaxes. |
![]() Requires: - Strength 35 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 157% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Massive two-handed battleaxes. |
![]() Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% No gem It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 163% Range: 1.4x 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% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +19 (+7 eff.) Armour penetration: +12 Physical crit. chance: +9.0% Armour: +4 Changes stats: +3 Wil Changes resistances: +6% acid / +3% nature Changes resistances penetration: +13% physical Vim when firing critical spell: +1.00 Only die when reaching: -60.00 life Maximum vim: +20.00 Spellpower: +5 (+5 eff.) One-handed war axes. |
![]() Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +1 Str / +1 Wil Changes resistances: +16% acid Changes resistances penetration: +5% fire Infravision radius: +3 A suit of armour made of mail. |
![]() Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +15% cold / +11% light / +10% darkness A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Damage when hit (Melee): 2 light Changes resistances: +15% acid / +3% light / +18% lightning Changes damage: +3% lightning Light radius: +1 A suit of armour made of metal plates. |
Achievements
Log
You gain 1.46 gold from the transmogrification of earthen elm magestaff (100% power, 2 apr, cold element).
You gain 2.08 gold from the transmogrification of ash vilestaff of power (111% power, 3 apr, blight element).
You gain 1.69 gold from the transmogrification of steady cured leather sling.
You gain 2.80 gold from the transmogrification of mighty cured leather sling of fire.
You gain 1.33 gold from the transmogrification of cured leather sling of acid.
You gain 7.92 gold from the transmogrification of Xethra the Starwing.
You gain 0.50 gold from the transmogrification of steel mace (105% power, 3 apr).
You gain 0.50 gold from the transmogrification of steel mace (103% power, 3 apr).
You gain 0.75 gold from the transmogrification of arcing iron mace (105% power, 2 apr).
You gain 1.40 gold from the transmogrification of flaming steel longsword of massacre (125% power, 3 apr).
You gain 1.45 gold from the transmogrification of arcing dwarven-steel longsword of massacre (140% power, 4 apr).
You gain 4.54 gold from the transmogrification of mighty elven-wood longbow of dampening.
You gain 4.59 gold from the transmogrification of balanced steel greatsword of dampening (129% power, 2 apr).
You gain 1.99 gold from the transmogrification of arcing steel greatsword of erosion (132% power, 2 apr).
You gain 1.45 gold from the transmogrification of arcing dwarven-steel greatsword of massacre (154% power, 2 apr).
You gain 3.79 gold from the transmogrification of slime-covered dwarven-steel greatmaul of persecution (153% power, 2 apr).
You gain 0.25 gold from the transmogrification of iron greatmaul (119% power, 1 apr).
You gain 5.19 gold from the transmogrification of truestriking iron dagger of crippling (101% power, 5 apr).
You gain 1.49 gold from the transmogrification of steel dagger of erosion (108% power, 6 apr).
You gain 1.20 gold from the transmogrification of acidic steel battleaxe of massacre (131% power, 2 apr).
You gain 1.77 gold from the transmogrification of rogue's copper ring of blight (+12%).
You gain 2.19 gold from the transmogrification of stabilizing steel amulet.
You gain 1.50 gold from the transmogrification of wild infusion of the warrior (res 18%; mental; dur 2; cd 15).
You gain 1.30 gold from the transmogrification of regeneration infusion of the wizard (heal 274; 12 cd).
You feel very confident walking into this place.
Hesperus deactivates Flame Infusion.
Hesperus activates Flame Infusion.
Character control switched to Ferox (servant of Hesperus).
Talent Rune: Shielding is ready to use.