









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 | Infinite |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 7 / 57% |
Size | medium |
Lifes / Deaths | Killed by elven mage at level 3 on the 75th Pyre 122nd year of Ascendancy at 02:33 / 33Killed by assassin at level 3 on the 75th Pyre 122nd year of Ascendancy at 02:46 Killed by gwelgoroth at level 3 on the 75th Pyre 122nd year of Ascendancy at 02:56 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 03:35 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 03:47 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 03:54 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 04:04 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 04:12 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 04:20 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 04:29 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 04:39 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 04:48 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 04:55 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 05:05 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 05:13 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 05:27 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 05:34 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 05:40 Killed by elven corruptor at level 4 on the 75th Pyre 122nd year of Ascendancy at 05:47 Killed by green mold at level 5 on the 75th Pyre 122nd year of Ascendancy at 08:00 Killed by broken golem at level 5 on the 75th Pyre 122nd year of Ascendancy at 10:01 Killed by broken golem at level 5 on the 75th Pyre 122nd year of Ascendancy at 10:15 Killed by golem at level 5 on the 75th Pyre 122nd year of Ascendancy at 10:26 Killed by golem at level 5 on the 75th Pyre 122nd year of Ascendancy at 10:35 Killed by golem at level 5 on the 75th Pyre 122nd year of Ascendancy at 10:47 Killed by orc summoner at level 5 on the 75th Pyre 122nd year of Ascendancy at 10:57 Killed by minotaur at level 5 on the 75th Pyre 122nd year of Ascendancy at 11:08 Killed by tempest at level 5 on the 75th Pyre 122nd year of Ascendancy at 11:15 Killed by tempest at level 5 on the 75th Pyre 122nd year of Ascendancy at 11:23 Killed by tempest at level 5 on the 75th Pyre 122nd year of Ascendancy at 11:33 Killed by orc summoner at level 5 on the 75th Pyre 122nd year of Ascendancy at 11:42 Killed by orc summoner at level 5 on the 75th Pyre 122nd year of Ascendancy at 11:53 Killed by wretchling at level 7 on the 77th Pyre 122nd year of Ascendancy at 16:23 |
Primary Stats
Strength | 15 (base 13) |
Dexterity | 12 (base 12) |
Constitution | 12 (base 12) |
Magic | 27 (base 27) |
Willpower | 17 (base 17) |
Cunning | 12 (base 12) |
Resources
Life | 181/181 |
Mana | 171/171 |
Stamina | 136/136 |
Positive | 83/83 |
Healing Factor | 1.1691526171258 |
Regeneration | 0.29228815428144 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 28 |
Accuracy | 20 |
Crit Chance | 7% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
Light | +16% |
Blight | +6% |
Arcane | +15% |
Mind | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 15 (34%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 7 |
Physical Save | 25 |
Spell Save | 22 |
Mental Save | 20 |
Defense: Resistances
Lightning | + 5%( 70%) |
Light | + 30%( 70%) |
Temporal | + 5%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
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: 14 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 14% for 4 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Spell / Arcane | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On hands | ![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 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 head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 11 Changes resistances: +5% lightning / +5% temporal / +5% arcane / +3% blight Healing mod.: +5% A cap made of leather. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Changes stats: +2 Str Changes damage: +6% blight Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 light / 5 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 10% * 6% chance to blind Changes damage: +6% light / +5% darkness Physical save: +11 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +4% Damage when hit (Melee): 4 mind / 4 darkness Changes resistances: +12% mind Changes damage: +15% arcane / +6% mind Talent granted: +1 Command Staff Physical save: +4 (+2 eff.) Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Main armor | ![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+3 eff.) Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Critical mult.: +10.00% A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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.(64 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 152 life over 5 turns. Its effects scale with your Magic stat. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 672% for 10 turns (17 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() 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. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% darkness Changes damage: +9% mind Light radius: +4 See invisible: +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. |
![]() 2.00 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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 / 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 CoAd the Cornac Adventurer level 7
77th Pyre 122nd year of Ascendancy at 16:52 see stats
Log
You gain 1.11 gold from the melting of iron mail armour of cold resistance (2 def, 4 armour).
You gain 2.98 gold from the melting of catburglar's rough leather cap (0 def, 1 armour).
You collect a new ingredient: lump of iron (1).
You gain 2.20 gold from the melting of pair of iron boots of tirelessness (0 def, 3 armour).
You gain 0.73 gold from the melting of linen robe of fire (+7%) (0 def, 0 armour).
You gain 1.45 gold from the melting of elm starstaff of power (100% power, 2 apr, physical element).
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 4.81 gold from the melting of nature's mossy mindstar of venom (72% power, 12 apr, mind damage).
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 2.87 gold from the melting of mossy mindstar of sand (75% power, 12 apr, nature damage).
You collect a new ingredient: lump of steel (1).
You gain 3.27 gold from the melting of steel longsword 'Blasthunger' (109% power, 3 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.21 gold from the melting of iron longsword of erosion (104% power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.47 gold from the melting of arcing iron longsword of paradox (105% power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.24 gold from the melting of iron greatsword of erosion (110% power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.49 gold from the melting of flaming iron dagger of phasing (101% power, 11 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.78 gold from the melting of blazebringer's iron dagger (97% power, 5 apr).
You collect a new ingredient: lump of iron (1).
You gain 4.00 gold from the melting of Unerring Scalpel (111% power, 25 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.75 gold from the melting of iron battleaxe of phasing (108% power, 10 apr).
You gain 1.65 gold from the melting of shielding rune of the warrior (absorb 96; dur 4; cd 18).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 0.62 gold from the melting of healing infusion (heal 40; cd 12).
You feel very confident walking into this place.