











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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 14 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Belureletta the Guard at level 13 on the 23rd Dusk 122nd year of Ascendancy at 16:45 0 / 6Killed by rogue at level 13 on the 23rd Dusk 122nd year of Ascendancy at 17:35 Killed by Horned Horror at level 14 on the 46th Dusk 122nd year of Ascendancy at 00:06 Killed by Horned Horror at level 14 on the 46th Dusk 122nd year of Ascendancy at 00:19 Killed by Horned Horror at level 14 on the 46th Dusk 122nd year of Ascendancy at 00:31 Killed by Horned Horror at level 14 on the 46th Dusk 122nd year of Ascendancy at 00:53 |
Primary Stats
| Strength | 50 (base 40) |
| Dexterity | 25 (base 11) |
| Constitution | 39 (base 30) |
| Magic | 10 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | -148/599 |
| Stamina | 160/160 |
| Healing Factor | 1.336254336803 |
| Regeneration | 1.4030670536432 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 22.531537443297 |
| See Invisible | 22.531537443297 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 18 |
| Crit Chance | 14% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Mind | +20% |
| Nature | +14% |
Offense: Damage Penetration
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 32 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 9 |
| Physical Save | 32 |
| Spell Save | 15 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Arcane | + 12%( 70%) |
| Mind | + 27%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 10%( 70%) |
| Physical | + 16%( 70%) |
| Darkness | + 29%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 30% |
| Confusion Resistance | 21% |
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
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
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. | 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 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 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 orc heart. * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. | active |
Equipment
| On feet | Gunindil (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 15% Changes resistances: +3% acid / +6% fire / +5% arcane / +9% darkness Stamina each turn: +0.50 Maximum stamina: +11.00 A pair of boots made of leather. |
| Light source | scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Maximum life: +43.00 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. |
| On head | Eilinowyn the Loambender (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 14 Damage when hit (Melee): 6 nature Changes stats: +5 Str / +13 Dex / +7 Cun / +6 Con Changes resistances: +14% darkness / +3% nature Changes damage: +9% nature / +9% mind Infravision radius: +4 A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | savior's copper ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Physical save: +7 (+3 eff.) Spell save: +7 (+6 eff.) Mental save: +6 (+4 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt 'Infernokill'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +3% lightning Changes resistances penetration: +10% fire Physical save: +6 (+3 eff.) Life regen: +0.80 Only die when reaching: -60.00 life Maximum life: +100.00 Healing mod.: +12% A belt that goes around your waist. |
| In main hand | Rootvault (23-37 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 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% Damage (Melee): +10 nature When wielded/worn: Armour: +12 Damage when hit (Melee): 2 nature Changes resistances: +3% nature Poison immunity: +10% Stun/Freeze immunity: +20% Massive two-handed swords. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | volcanic rough leather armour of the wind (8 def, 8 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Armour: +8 Defense: +8 (+4 eff.) Fatigue: +6% Damage (Melee): 5 fire Damage (Ranged): 6 fire Changes resistances: +12% fire / +10% physical Stamina each turn: +0.60 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.9 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 77 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Cloak | linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% mind Confusion immunity: +21% Amulets make your neck look great! |
Inventory
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)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. |
Rod of Recall (1/1)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. |
Transmogrification ChestPowered 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. |
Achievements
Level 10
Got a character to level 10.By Donezo the Cornac Berserker level 10
3rd Summertide 122nd year of Ascendancy at 13:34 see stats
Log
Horned Horror casts Chain Lightning.
Horned Horror hits Donezo for 26 physical, 10 lightning, 2 fire, 53 lightning (92 total damage).
Melee retaliation hits Horned Horror for (7 flat reduction), 0 fire, (7 flat reduction), 0 nature, (7 flat reduction), 0 blight (0 total damage).
Donezo misses Horned Horror.
Horned Horror casts Chain Lightning.
Horned Horror hits Donezo for 33 physical, 10 lightning, 2 fire, 53 lightning (98 total damage).
Melee retaliation hits Horned Horror for (7 flat reduction), 0 fire, (7 flat reduction), 0 nature, (7 flat reduction), 0 blight (0 total damage).
Horned Horror's armor corrodes!
Donezo hits Horned Horror for (21 flat reduction), 48 physical, (10 flat reduction), 0 nature, (4 flat reduction), 0 fire (48 total damage).
Horned Horror hits Donezo for 30 physical, 10 lightning, 2 fire (42 total damage).
Melee retaliation hits Horned Horror for (8 flat reduction), 0 fire, (8 flat reduction), 0 nature, (9 flat reduction), 0 blight (0 total damage).
Gunsnake uses Double Shots.
Gunsnake's Double Shots misses Donezo.
Donezo is stunned!
Gunsnake's Double Shots misses Donezo.
Gunsnake's Double Shots performs a ranged critical strike against Donezo!
Donezo shrugs off the effect 'Stunned'!
Gunsnake's Double Shots hits Donezo for 36 physical, 0 arcane (36 total damage).
Gunsnake's Double Shots hits Donezo for 68 physical, 0 arcane (68 total damage).
Horned Horror shrugs off the effect 'Exposed'!
Donezo hits Horned Horror for (21 flat reduction), 13 physical, (5 flat reduction), 0 nature, (2 flat reduction), 0 fire (13 total damage).
Gunsnake shoots!
Horned Horror lashes out with a spinning backhand.
Horned Horror performs a melee critical strike against Donezo!
Horned Horror hits Donezo for 107 physical damage.
Melee retaliation hits Horned Horror for (4 flat reduction), 0 fire, (4 flat reduction), 0 nature, (4 flat reduction), 0 blight (0 total damage).
Donezo the level 14 cornac berserker was chopped into tiny pieces to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.






















































