Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official 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 1.2.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 9 / 63% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 10 (base 12) |
| Dexterity | 14 (base 12) |
| Constitution | 14 (base 12) |
| Magic | 32 (base 29) |
| Willpower | 25 (base 18) |
| Cunning | 13 (base 12) |
Resources
| Mana | 208/223 |
| Psi | 111/115 |
| Vim | 125/132 |
| Life | 191/191 |
| Paradox | 0 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
| See Stealth | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 7 |
| Crit Chance | 9% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.35 |
| Crit Chance | 7% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 6.4 |
| Ranged Defense | 6.4 |
| Fatigue | 1 |
| Physical Save | 20.2 |
| Spell Save | 25.475 |
| Mental Save | 22.15 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Poison Resistance | 11% |
| Blind Resistance | 23% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
| Technique / Magical combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Spacetime Weaving | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| Tool | Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
| Psionic focus | Yaredas the Vipermire (15-18 power, 3 apr, physical element) Yaredas the Vipermire (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% lightning Changes damage: +6% nature / +15% physical Talent granted: +1 Command Staff Physical save: +5 Spell save: +5 Mental save: +5 Spellpower: +6 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| In main hand | ash vilestaff 'Emumina' (15-18 power, 3 apr, fire element) ash vilestaff 'Emumina' (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +5 Changes stats: +1 Dex / +1 Wil Maximum wards: +2 fire Changes damage: +15% fire Talents granted: +2 Ward +1 Command Staff Physical save: +7 Spell save: +6 Mental save: +6 Spellpower: +12 Spell crit. chance: +11% It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
| Light source | brass lantern of focus brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +2 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 feet | pair of rough leather boots 'Mayulle' (0 def, 1 armour) pair of rough leather boots 'Mayulle' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Mag / +2 Con Changes resistances: +6% fire / +6% cold A pair of boots made of leather. |
| On fingers | Getha the Cinderpower Getha the CinderpowerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances: +6% nature / +7% blight Changes damage: +6% fire Poison immunity: +11% Disease immunity: +11% Rings can have magical properties. |
| On fingers | copper ring 'Elema' copper ring 'Elema'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Critical mult.: +3.00% Blindness immunity: +23% Maximum stamina: +10.00 Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties. |
Inventory
yew starstaff 'Scaldwire' (20-24 power, 4 apr, physical element) yew starstaff 'Scaldwire' (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 32 arcane Damage when hit (Melee): 12 temporal Changes resistances penetration: +5% fire Changes damage: +20% physical Talent granted: +1 Command Staff Maximum mana: +51.00 Spellpower: +16 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
iron helm 'Maluhek' (0 def, 3 armour) iron helm 'Maluhek' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +1 Mag / +2 Wil Changes resistances penetration: +5% mind Mental save: +6 Vim when firing critical spell: +2.00 Maximum hate: +2.00 Spell crit. chance: +4% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
steel shield 'Darkbrace' (10 def, 2 armour, 39 block) steel shield 'Darkbrace' (10 def, 2 armour, 39 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +6 Fatigue: +8% Effects when hit in melee: * 12% chance to gain 10% of a turn * 12% chance to daze Changes stats: +1 Dex Changes resistances: +12% lightning / +10% temporal / +3% darkness Talent granted: +2 Block Deflect projectiles away: +7% Handheld deflection devices. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
77 alchemist agate 77 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
brass lantern 'Shimmerking' brass lantern 'Shimmerking'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid / 12 lightning Mental save: +6 Light radius: +2 See stealth: +6 See invisible: +5 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. |
Emelatira the iron pickaxe (dig speed 37 turns) Emelatira the iron pickaxe (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +2 Mag / +1 Con When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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), costing 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. |
Rod of Recall (1/1) 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, costing 202 power out of 241/400. 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. |
Achievements
Log
You gain 2.35 gold from the transmogrification of Daimirek the Flareravager [power 25] (20 cooldown).
You gain 3.65 gold from the transmogrification of Getegrim (4 def, 9 armour).
You gain 1.50 gold from the transmogrification of prismatic cured leather armour of clarity (2 def, 4 armour).
You gain 1.42 gold from the transmogrification of spiked rough leather armour of acid resistance (1 def, 2 armour).
You gain 4.40 gold from the transmogrification of Manirek (2 def, 6 armour).
You gain 4.00 gold from the transmogrification of Isselach (2 def, 6 armour).
You gain 2.51 gold from the transmogrification of pair of rough leather boots of tirelessness (0 def, 1 armour).
You gain 1.11 gold from the transmogrification of elm longbow of fire.
You gain 1.15 gold from the transmogrification of elm longbow of acid.
You gain 3.35 gold from the transmogrification of Bloomstreak (12-16.8 power, 3 apr).
You gain 0.96 gold from the transmogrification of arcing iron waraxe (12-16.8 power, 2 apr).
You gain 2.70 gold from the transmogrification of potent ash starstaff of projection (17-20.4 power, 3 apr, light element).
You gain 1.00 gold from the transmogrification of mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage).
You gain 1.00 gold from the transmogrification of horrifying mossy mindstar (2-2.2 power, 12 apr, mind damage).
You gain 1.00 gold from the transmogrification of blooming mossy mindstar (3-3.3 power, 12 apr, nature damage).
You gain 2.00 gold from the transmogrification of Serpent's Glare (7-7.7 power, 15 apr, nature damage).
You gain 2.80 gold from the transmogrification of steel mace 'Yarefang' (17.5-24.5 power, 3 apr).
You gain 0.25 gold from the transmogrification of iron mace (12-16.8 power, 2 apr).
You gain 0.96 gold from the transmogrification of arcing iron longsword (11-15.4 power, 2 apr).
You gain 3.45 gold from the transmogrification of steel greatmaul 'Earadorain' (28-42 power, 2 apr).
You gain 0.91 gold from the transmogrification of flaming iron dagger (11-14.3 power, 5 apr).
You gain 4.05 gold from the transmogrification of steel battleaxe 'Yvabeth' (24-36 power, 2 apr).
You gain 3.22 gold from the transmogrification of balanced iron battleaxe of daylight (15-22.5 power, 1 apr).
You gain 0.81 gold from the transmogrification of copper ring of corrosion (+24%).
There is a Passageway into Norgos' Lair here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.
Yeep deactivates Beyond the Flesh.
Yeep activates Beyond the Flesh.
