





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 | 37 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 64 (base 57) |
| Dexterity | 12 (base 12) |
| Constitution | 30 (base 12) |
| Magic | 50 (base 45) |
| Willpower | 20 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | 763/763 |
| Hate | 100/100 |
| Vim | 204/204 |
| Healing Factor | 0.65921477299535 |
| Regeneration | 0.65921477299535 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +71.60995032651% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 18 |
| See Stealth | 14 |
| See Invisible | 48 |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 61 |
| Crit Chance | 9% |
| APR | 14 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 69 |
| Accuracy | 61 |
| Crit Chance | 6% |
| APR | 13 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 7% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | -60% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 28.551211628464 (73.607947236566%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 12 |
| Physical Save | 38 |
| Spell Save | 34 |
| Mental Save | 27 |
Defense: Resistances
| Blight | +100%(100%) |
| Acid | +100%(100%) |
| Fire | + 18%(100%) |
| All | + 19%(100%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Confusion Resistance | 35% |
| Stun Resistance | 100% |
| Silence Resistance | 15% |
| Blind Resistance | 100% |
Inscriptions (1/2)
| 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 351 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Reaving combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Rot | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Worm that Walks Link |
| talent | Ruin |
| beneficial effect | Linked to their horror ally gaining 19% all damage resistance. Shared Insanity |
Quests
Equipment
| Tool | yew totem of healing 'Toronarirath' [power 272] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +7 Con Reduces incoming crit damage: 15.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +30.00 Spell crit. chance: +2% It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 59. Natural totems are made by powerful wilders to store nature power. |
| On fingers | solipsist's copper ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+3 eff.) 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 4 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 115% 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 | rogue's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Blindness immunity: +22% Infravision radius: +4 See stealth: +7 See invisible: +7 Rings make your fingers look great! |
| On fingers | gladiator's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +7 Str / +6 Con Blindness immunity: +23% Infravision radius: +4 See stealth: +7 See invisible: +11 Rings make your fingers look great! |
| Around waist | rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
| Main armor | Revenant (8 def, 20 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Silence immunity: +15% Confusion immunity: +35% Pinning immunity: +15% Stun/Freeze immunity: +15% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
| In off hand | Lavazephyr the stralite mace (47-66 power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 47.0 - 65.8 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: * 22% chance to reduce all saves and defense by 17 Damage (Melee): +14 mind / +9 darkness Damage against: +9% Living When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 38% Changes stats: +4 Cun / +5 Wil Changes resistances: +6% acid / +9% fire Blunt and deadly. |
| In main hand | arcing voratun longsword of massacre (50-69 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 49.5 - 69.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage Sharp, long, and deadly. |
Inventory
Achievements
Log
Today is the 8th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:11.
Ran for 5 turns (stop reason: hostile spotted to the north (ziguranth patrol)).
Today is the 9th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Would you still love me? links closer to his ally!
Saving done.
Saving game...
Saving done.
You are given: strength and speed (65-98 power, 4 apr)
Would you still love me? wears (replacing elemental voratun battleaxe of massacre (70-104 power, 4 apr)): strength and speed (65-98 power, 4 apr).
Would you still love me? deactivates Chaos Orbs.
Would you still love me? activates Chaos Orbs.
Would you still love me? deactivates Chant of Fortitude.
Would you still love me? activates Chant of Fortitude.
Character control switched to worm that walks (servant of Would you still love me?).
Worm that walks (servant of Would you still love me?) deactivates Infestation.
Worm that walks (servant of Would you still love me?) activates Infestation.
Worm that walks (servant of Would you still love me?) deactivates Worm that Walks Link.
Worm that walks (servant of Would you still love me?) activates Worm that Walks Link.
Worm that walks (servant of Would you still love me?) deactivates Ruin.
Worm that walks (servant of Would you still love me?) activates Ruin.


































