





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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 | Runic Golem |
| Class | Golem |
| Level / Exp | 14 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 27 (base 24) |
| Dexterity | 12 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 28 (base 28) |
| Willpower | 11 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 328/328 |
| Mana | 157/157 |
| Stamina | 142/142 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 1.0191526171258 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 22 |
| Crit Chance | 10% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Nature | +9% |
Defense: Base
| Armour (hardiness) | 18.677011280365 (59.903125182002%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 20 |
| Physical Save | 16 |
| Spell Save | 16 |
| Mental Save | 10 |
Defense: Resistances
| Acid | + 7%(100%) |
| Cold | + 28%(100%) |
| Temporal | + 5%(100%) |
| Mind | + 16%(100%) |
| Lightning | + 24%(100%) |
| Fire | + 8%(100%) |
| All | 0%(100%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Stoning Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (2/3)
| 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 83 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
| Golem / Fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Golem / Arcane | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Effects
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
Equipment
| In off hand | Rainobsidian the steel shield (0 def, 4 armour, 80 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour penetration: +4 Physical crit. chance: +8.0% Physical power: +8 (+4 eff.) Armour: +4 Fatigue: +8% Changes stats: +3 Str Changes resistances: +7% acid / +28% cold / +7% lightning / +8% fire Changes damage: +9% nature / +9% physical Talent granted: +1 Block Critical mult.: +5.00% Handheld deflection devices. |
| Main armor | impenetrable iron mail armour of lightning resistance (2 def, 10 armour)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: +17% lightning A suit of armour made of mail. |
| In main hand | thought-forged steel mace of paradox (14-20 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 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% On weapon hit: * 11% chance to reduce all saves and defense by 7 Damage (Melee): +7 temporal / +6 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil Changes resistances: +5% temporal Blunt and deadly. |
Inventory
iron greatmaul of massacre (26-38 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 25.5 - 38.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
Arira the Starrupture (15-24 power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 nature When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% light / +3% acid Spell save: +12 (+8 eff.) Massive two-handed swords. |
impenetrable steel plate armour of fire resistance (0 def, 17 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +17 Fatigue: +22% Changes resistances: +15% fire A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+8 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield of lightning resistance (+16%) (0 def, 2 armour, 24 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. |
Achievements
Log
AliAmbAmp casts Throw Bomb.
Ran for 2 turns (stop reason: hostile spotted to the northwest (elven mage)).
AliAmbAmp hits Elven mage for 374 lightning damage.
AliAmbAmp killed Elven mage!
Resting starts...
Talent Throw Bomb is ready to use.
Rested for 5 turns (stop reason: all resources and life at maximum).
AliAmbAmp picks up (J.): spinel.
Ran for 43 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 11 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 31 turns (stop reason: at exit).
AliAmbAmp deactivates Lightning Infusion.
AliAmbAmp activates Lightning Infusion.
Resting starts...
Golem (servant of AliAmbAmp) is affected by the glimmerstone!
Rested for 6 turns (stop reason: all resources and life at maximum).
Character control switched to golem (servant of AliAmbAmp).





















