










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 | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Doombringer |
Level / Exp | 18 / 98% |
Size | medium |
Lifes / Deaths | Killed by Ivelle the sick cave bear at level 6 on the 78th Pyre 122nd year of Ascendancy at 10:53 0 / 6Killed by Ivelle the sick cave bear at level 6 on the 78th Pyre 122nd year of Ascendancy at 11:45 Killed by Bill the Stone Troll at level 12 on the 23rd Dusk 122nd year of Ascendancy at 01:37 Killed by runed bone giant at level 18 on the 11st Haze 122nd year of Ascendancy at 21:55 Killed by runed bone giant at level 18 on the 11st Haze 122nd year of Ascendancy at 22:50 Killed by Mighjin the dúathedlen at level 18 on the 24th Haze 122nd year of Ascendancy at 19:22 |
Primary Stats
Strength | 46 (base 41) |
Dexterity | 12 (base 10) |
Constitution | 21 (base 18) |
Magic | 36 (base 36) |
Willpower | 17 (base 10) |
Cunning | 19 (base 11) |
Resources
Life | -22/596 |
Mana | 117/237 |
Stamina | 113/194 |
Vim | 10/208 |
Healing Factor | 1.094804467222 |
Regeneration | 6.2048557480468 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 83 |
Accuracy | 28 |
Crit Chance | 13% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +3% |
Nature | +6% |
Blight | +6% |
Mind | +5% |
Fire | +7% |
All | 0% |
Offense: Damage Penetration
Blight | +20% |
Fire | +5% |
Defense: Base
Armour (hardiness) | 33.317011280365 (72.903125182002%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 18 |
Mental Save | 30 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Lightning | + 3%( 70%) |
Physical | + 5%( 70%) |
Darkness | + 26%( 70%) |
Fire | + 16%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Pinning Resistance | 40% |
Confusion Resistance | 28% |
Disarm Resistance | 20% |
Knockback Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 4 light, 3 acid |
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 255 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
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 118 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Torture | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by wolf. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +3% lightning / +6% blight / +6% fire / +5% arcane / +5% cold Changes resistances penetration: +5% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +5% arcane Mental save: +6 (+3 eff.) Pinning immunity: +20% Maximum life: +60.00 Light radius: +3 See stealth: +5 See invisible: +6 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Defense: +30 (+10 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Cun / +3 Con Mental save: +9 (+5 eff.) Mindpower: +15 (+8 eff.) A cap made of leather. |
Tool | ![]() Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% blight / +11% nature / +3% darkness Changes resistances penetration: +5% blight Changes damage: +6% blight / +7% fire / +6% nature / +5% mind Mental save: +7 (+4 eff.) Maximum life: +30.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Defense: +15 (+5 eff.) Changes resistances: +5% arcane / +4% physical Mental save: +7 (+4 eff.) Confusion immunity: +28% Maximum life: +20.00 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +24.00 Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Changes resistances: +1% physical / +5% arcane / +3% nature Changes damage: +3% light Critical mult.: +6.00% Blindness immunity: +20% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 31% Damage (Melee): +4 acid Damage (radius 1) on hit: +12 blight / +4 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 21 Changes resistances penetration: +15% blight Changes damage: +6% acid Massive two-handed swords. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Dex Life regen: +2.00 Stamina each turn: +0.80 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +8% acid / +5% cold / +13% darkness / +14% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +1 Str / +4 Wil Changes resistances penetration: +5% darkness Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Infravision radius: +1 Massive two-handed swords. |
![]() Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +16% cold A suit of armour made of mail. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 223 Base Damage: 104 Armor: 4 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
Achievements
By Arkoa the Cornac Doombringer level 17
79th Dusk 122nd year of Ascendancy at 17:26 see stats
By Arkoa the Cornac Doombringer level 6
77th Pyre 122nd year of Ascendancy at 20:05 see stats
By Arkoa the Cornac Doombringer level 10
3rd Mirth 122nd year of Ascendancy at 00:26 see stats
By Arkoa the Cornac Doombringer level 10
20th Dusk 122nd year of Ascendancy at 01:13 see stats
By Arkoa the Cornac Doombringer level 17
61st Dusk 122nd year of Ascendancy at 22:03 see stats
By Arkoa the Cornac Doombringer level 17
77th Dusk 122nd year of Ascendancy at 01:01 see stats
Log
The shield around Arkoa crumbles.
Arkoa is encased in ice!
Mighjin the dúathedlen hits Arkoa for (5 abyssal shield), (76 absorbed), 29 cold (29 total damage).
Grappling hits Arkoa for (5 abyssal shield), 8 physical (8 total damage).
Fiery Aegis from Arkoa hits Mighjin the dúathedlen for (15 flat reduction), 87 fire (87 total damage).
Mighjin the dúathedlen uses Clinch.
Mighjin the dúathedlen performs a melee critical strike against Arkoa!
Arkoa resists!
Mighjin the dúathedlen hits Arkoa for (5 abyssal shield), (28 to ice), 42 physical, (5 abyssal shield), (2 to ice), 3 cold, (5 abyssal shield), (3 to ice), 4 fire, (4 abyssal shield), (2 to ice), 3 lightning, (4 abyssal shield), (2 to ice), 2 acid, (2 abyssal shield), (1 to ice), 1 acid, (2 abyssal shield), (1 to ice), 1 fire, (2 abyssal shield), (1 to ice), 1 cold, (3 abyssal shield), (1 to ice), 2 lightning, (4 abyssal shield), (3 to ice), 4 light, (4 abyssal shield), (6 to ice), 9 darkness (73 total damage).
Grappled from Mighjin the dúathedlen hits Arkoa for (4 abyssal shield), (19 to ice), 28 physical (28 total damage).
Melee retaliation hits Iceblock for 18 blight, 50 fire (67 total damage).
Burning from Arkoa hits Iceblock for 63 fire damage.
Mighjin the dúathedlen casts Blood Grasp.
Grappled from Mighjin the dúathedlen hits Arkoa for (4 abyssal shield), (19 to ice), 28 physical (28 total damage).
Mighjin the dúathedlen's Blood Grasp hits Arkoa for (4 abyssal shield), (23 to ice), 34 blight (34 total damage).
Mighjin the dúathedlen receives 7 healing from Mighjin the dúathedlen's Blood Grasp.
Arkoa forces the iceblock to shatter.
Arkoa is free from the ice.
Arkoa hits Iceblock for 5 acid, 7 fire (11 total damage).
Melee retaliation hits Iceblock for 18 blight, 50 fire (67 total damage).
Burning from Arkoa hits Mighjin the dúathedlen for (15 flat reduction), 37 fire (37 total damage).
Grappling hits Arkoa for (3 abyssal shield), 3 physical (3 total damage).
Mighjin the dúathedlen throws two quick punches.
Arkoa is encased in ice!
Arkoa forces the iceblock to shatter.
Mighjin the dúathedlen hits Arkoa for (4 abyssal shield), 39 physical, (4 abyssal shield), 6 cold, (4 abyssal shield), (3 to ice), 4 fire, (4 abyssal shield), (2 to ice), 3 lightning, (4 abyssal shield), (2 to ice), 3 acid, (2 abyssal shield), (1 to ice), 1 acid, (2 abyssal shield), (1 to ice), 1 fire, (2 abyssal shield), (1 to ice), 1 cold, (3 abyssal shield), (1 to ice), 2 lightning, (3 abyssal shield), (35 to ice), 52 physical (113 total damage).
Melee retaliation hits Iceblock for 18 blight, 50 fire, 18 blight (84 total damage).
Arkoa the level 18 cornac doombringer was mauled to death by Mighjin the dúathedlen on level 2 of Anteroom of Agony.