





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 | 11 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 15 (base 15) |
| Dexterity | 17 (base 17) |
| Constitution | 12 (base 12) |
| Magic | 20 (base 15) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 215/215 |
| Hate | 100/100 |
| Healing Factor | 0.51915261712575 |
| Regeneration | 0.51915261712575 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +47.44168646096% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 12 |
| Accuracy | 33 |
| Crit Chance | 12% |
| APR | 10 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 6 |
| Accuracy | 33 |
| Crit Chance | 4% |
| APR | 5 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 1% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | -60% |
Defense: Base
| Armour (hardiness) | 11.5 (43.579428603723%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 12 |
| Physical Save | 11 |
| Spell Save | 18 |
| Mental Save | 8 |
Defense: Resistances
| Acid | +100%(100%) |
| Cold | + 15%(100%) |
| Blight | +100%(100%) |
| Mind | + 6%(100%) |
| Fire | -40%(100%) |
| All | 0%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (1/1)
| 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 60 life over 5 turns. |
Class Talents
| Corruption / Scourge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Worm that Walks Link |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 10% of the time and arcane sustains have a 1.0% chance to deactivate each turn. Antimagic Disruption |
Quests
Equipment
| In off hand | Bethama the Frostward (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 6% chance to slow global speed by 31% Damage (radius 1) on hit: +4 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 6 Changes resistances: +3% blight / +6% mind Spell save: +6 (+4 eff.) Sharp, short and deadly. |
| Main armor | impenetrable iron mail armour of cold resistance (2 def, 10 armour) =Worm Armor=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 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold A suit of armour made of mail. |
| In main hand | Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Inventory
plaguebringer's steel mace (15-21 power, 3 apr) =Non-arcane disrupting 2=Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 9 Damage (Melee): +6 blight When wielded/worn: Disease immunity: +11% Blunt and deadly. |
Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 27.36 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (55). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
warbringer's iron waraxe (12-16 power, 2 apr) =Non-arcane disrupting=Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +7 (+6 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +12% One-handed war axes. |
supercharged elm wand of shielding [power 134] (25 cooldown) =Worm Trinket=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 134 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Worm that walks (servant of Schism) can not wear (in main hand): plaguebringer's steel mace (15-21 power, 3 apr) (not enough stat).
Worm that walks (servant of Schism) wears (replacing warbringer's iron waraxe (12-16 power, 2 apr)): iron mace of erosion (14-20 power, 2 apr) =Worm MH=.
Worm that walks (servant of Schism) can not wear (in main hand): plaguebringer's steel mace (15-21 power, 3 apr) (not enough stat).
Worm that walks (servant of Schism) wears (replacing iron mace of erosion (14-20 power, 2 apr) =Worm MH=): warbringer's iron waraxe (12-16 power, 2 apr).
Worm that walks (servant of Schism) drops on the floor: flaming iron longsword (12-17 power, 2 apr).
Worm that walks (servant of Schism) drops on the floor: iron mace of erosion (14-20 power, 2 apr).
Worm that walks (servant of Schism) wears (replacing warbringer's iron waraxe (12-16 power, 2 apr)): Bethama the Frostward (10-13 power, 5 apr).
Worm that walks (servant of Schism) deactivates Worm that Walks Link.
Worm that walks (servant of Schism) activates Worm that Walks Link.
New shimmer option unlocked: Spellblaze Shard
Worm that walks (servant of Schism) wears (replacing Bethama the Frostward (10-13 power, 5 apr)): Spellblaze Shard (20-26 power, 10 apr).
Talent Virulent Disease is ready to use.
Worm that walks (servant of Schism) wears (offslot): warbringer's iron waraxe (12-16 power, 2 apr) =Non-antimagic=.
Worm that walks (servant of Schism) wears (offslot): warbringer's iron waraxe (12-16 power, 2 apr).
Worm that walks (servant of Schism) wears (offslot): Bethama the Frostward (10-13 power, 5 apr).
Worm that walks (servant of Schism) drops on the floor: steel waraxe of paradox (14-20 power, 3 apr).
Worm that walks (servant of Schism) drops on the floor: arcing iron waraxe of phasing (13-18 power, 9 apr).


































