




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.
|
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Horror |
| Class | Eldritch |
| Level / Exp | 50 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 72 (base 53) |
| Dexterity | 26 (base 16) |
| Constitution | 45 (base 24) |
| Magic | 68 (base 57) |
| Willpower | 15 (base 12) |
| Cunning | 33 (base 10) |
Resources
| Life | 1157/1157 |
| Hate | 100/100 |
| Vim | 226/226 |
| Healing Factor | 0.75116898810468 |
| Regeneration | 0.75116898810467 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 84 |
| Crit Chance | 52% |
| APR | 32 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 73 |
| Accuracy | 84 |
| Crit Chance | 52% |
| APR | 32 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 13% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -47% |
| Temporal | -40% |
| Physical | -45% |
| All | -50% |
| Nature | -38% |
Offense: Damage Penetration
| Nature | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 41.36174050493 (81.898876157654%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 17 |
| Physical Save | 48 |
| Spell Save | 41 |
| Mental Save | 24 |
Defense: Resistances
| Nature | + 37%(100%) |
| Acid | +100%(100%) |
| Light | + 64%(100%) |
| Temporal | + 39%(100%) |
| Blight | +100%(100%) |
| Physical | + 43%(100%) |
| Fire | -8%(100%) |
| All | + 28%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Disarm Resistance | 69% |
| Poison Resistance | 24% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 99.85 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 239 damage for 6 turns. Its effects scale with your Willpower stat. |
Class Talents
| Corruption / Scourge | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Rot | 0.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Plague | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Worm that Walks Link |
| talent | Ruin |
| beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
Equipment
| Tool | Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | stralite onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +11 Defense: +9 (+4 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | stralite ring 'Voroma'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Str / +2 Dex / +8 Mag / +10 Cun / +4 Con Reduces incoming crit damage: 10.00% Spell save: +16 (+6 eff.) Rings make your fingers look great! |
| On fingers | voratun fire opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +10 Cun / +5 Dex Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
| On fingers | Zeryfast the OakworthInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +11 (+4 eff.) Fatigue: -8% Effects on melee hit: * 20% chance to slow global speed by 44% Damage when hit (Melee): 4 nature Changes resistances: +12% nature / +13% blight Changes resistances penetration: +10% nature Changes damage: +12% nature Maximum encumbrance: +36 Poison immunity: +24% Disease immunity: +10% Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
| Around waist | monstrous hardened leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Str / +4 Con Physical save: +7 (+2 eff.) Maximum life: +48.00 Size category: +1 A belt that goes around your waist. |
| Main armor | Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+5 eff.) Blood Charges: 10 It can be used to drain blood from all creatures within range 5, causing them to bleed for 99.00 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
| In off hand | voratun waraxe 'Anahek' (150% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% 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 hit: * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 acid Damage (radius 1) on hit: +16 acid When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Physical crit. chance: +21.0% Defense: +11 (+4 eff.) Changes damage: +3% acid Critical mult.: +26.00% Disarm immunity: +36% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
| In main hand | balanced voratun waraxe of crippling (150% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% 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: +14 (+3 eff.) Physical crit. chance: +12.0% Defense: +15 (+6 eff.) Disarm immunity: +33% One-handed war axes. |
Inventory
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Arcane Amplification Drone You have set the ring to grant you Arcane Amplification Drone! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gold Goedalath Rock ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes stats: +4 Con Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spell save: +12 (+4 eff.) Maximum stamina: +28.00 Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings make your fingers look great! |
stralite onyx ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 25 light Damage (Ranged): 21 light Changes stats: +3 Str / +3 Dex / +4 Mag / +3 Wil / +3 Cun / +3 Con Changes damage: +12% light Rings make your fingers look great! |
Branuhell the stralite dagger (150% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 151% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +8 arcane / +11 cold Damage (radius 1) on hit: +8 arcane When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +20% mind Sharp, short and deadly. |
chilling stralite mace of torment (149% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +13 cold Blunt and deadly. |
Offalspawn the stralite waraxe (135% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 136% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 119 fire damage (1/turn) Damage (radius 1) on hit: +9 fire When wielded/worn: Accuracy: +9 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +3 Dex Changes resistances: +6% nature Changes resistances penetration: +5% nature / +15% fire Changes damage: +3% lightning / +9% fire / +6% nature Combat speed: +10% One-handed war axes. |
blazebringer's voratun waraxe of disruption (151% power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% 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 hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +21 fire Damage against: +10% Unnatural When wielded/worn: Changes resistances penetration: +10% fire Global speed: +6% One-handed war axes. |
stralite waraxe 'Tulyrek' (134% power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 43% * Create an explosion dealing 119 fire damage (1/turn) Damage (radius 1) on hit: +20 arcane When wielded/worn: Changes resistances: +5% arcane / +15% temporal Changes resistances penetration: +19% fire Changes damage: +14% fire Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% One-handed war axes. |
insulating hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +6% fire / +7% cold Spell crit. chance: +4% A belt that goes around your waist. |
fortifying stralite mail armour of delving (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +12 Str / +5 Con Changes resistances: +16% darkness / +9% physical Maximum life: +70.00 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
duelist's hardened leather armour of Eyal (13 def, 8 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +13 (+5 eff.) Fatigue: +8% Changes stats: +5 Cun / +4 Dex Life regen: +3.00 Maximum life: +30.00 Healing mod.: +10% A suit of armour made of leather. |
elven-wood totem of healing 'Ashvenom' [power 380] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +25% blight / +20% fire / +10% arcane / +10% acid Changes damage: +6% blight Maximum mana: +100.00 It can be used to heal yourself and all friendly characters within 10 spaces for 380 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
innervating dragonbone totem of stinging [power 464] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 288 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
You pickup 0.85 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.70 gold pieces.
You pickup 0.85 gold pieces.
You pickup 1.00 gold pieces.
You pickup 0.60 gold pieces.
You pickup 0.85 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.90 gold pieces.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 449 healing.
You pickup 0.85 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.90 gold pieces.
You pickup 0.85 gold pieces.
You pickup 0.80 gold pieces.
The shield around High Sun Paladin Aeryn crumbles.
Wriwri picks up (c.): manasurge rune (regen 1318% over 10 turns; mana 66; cd 18).
Wriwri picks up (j.): voratun greatmaul of massacre (198% power, 4 apr).
Wriwri picks up (h.): gladiator's voratun ring.
Ran for 5 turns (stop reason: interesting terrain).
Character control switched to worm that walks (servant of Wriwri).
Worm that walks (servant of Wriwri) deactivates Infestation.
Worm that walks (servant of Wriwri) activates Infestation.
Worm that walks (servant of Wriwri) deactivates Worm that Walks Link.
Worm that walks (servant of Wriwri) activates Worm that Walks Link.
Worm that walks (servant of Wriwri) deactivates Ruin.
Worm that walks (servant of Wriwri) activates Ruin.










































