











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! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 14 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 12:07 0 / 6Killed by Voreriamina the skeleton warrior at level 13 on the 19th Dusk 122nd year of Ascendancy at 12:12 Killed by Voreriamina the skeleton warrior at level 13 on the 19th Dusk 122nd year of Ascendancy at 13:19 Killed by Mayuth the rattlesnake at level 13 on the 19th Dusk 122nd year of Ascendancy at 16:31 Killed by Betiwyn the armoured skeleton warrior at level 14 on the 21st Dusk 122nd year of Ascendancy at 05:30 Killed by Layeba the large white snake at level 14 on the 22nd Dusk 122nd year of Ascendancy at 13:06 |
Primary Stats
| Strength | 36 (base 36) |
| Dexterity | 13 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 36 (base 27) |
| Willpower | 19 (base 18) |
| Cunning | 10 (base 10) |
Resources
| Life | -29/403 |
| Positive | 32/89 |
| Stamina | 151/162 |
| Healing Factor | 1 |
| Regeneration | 3.95 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 34 |
| Crit Chance | 19% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Lightning | +3% |
| Cold | +11% |
| Mind | +3% |
| Blight | +3% |
| Physical | +4% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Darkness | +15% |
| Mind | +5% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 38.551211628464 (73.607947236566%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 19 |
| Physical Save | 20 |
| Spell Save | 21 |
| Mental Save | 13 |
Defense: Resistances
| Cold | + 31%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 3%( 70%) |
| Blight | + 6%( 70%) |
| Acid | + 21%( 70%) |
| Fire | + 11%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| 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 199 life over 5 turns. Its effects scale with your Strength stat. |
| 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 veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You abandoned injured seer, to death. Escort: injured seer (level 2 of Heart of the Gloom) | failed |
You failed to protect the lost warrior from death by slumbering giant rabbit. Escort: lost warrior (level 1 of Heart of the Gloom) | failed |
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. You have slain Bill. His treasure is yours for the taking. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Equipment
| On feet | Eclipsewolf the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Mind.pwr +5 (+3 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 0% ----- def ----- Armour +3 Fatigue -2% Phys.save +5 (+3 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Phoenixquick'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% fire Melee Ret 10 fire ----- def ----- Armour +4 Resists +3% cold +11% fire Max.HP +20.00 ---------- misc Light +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 | Aryvea (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil +1 Mag dps ---------- Dmg.mod +10% acid ----- def ----- Defense +1 (+1 eff.) Resists +15% acid +3% light ---------- misc Light +3 A pointy cloth hat, very wizardly... |
| Tool | Goregolach [power 116] (8/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +3% mind Res.pen +15% physical ----- def ----- Resists +3% temporal Crit.dmg- 15.00% Die.at -20.00 life Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% cold Acc +4 (+2 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
| On fingers | copper ring 'Arera'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex +2 Mag dps ---------- Mind.crit +3% ----- def ----- Spell.save +4 (+2 eff.) ---------- misc Max.hate +2.00 Infravis +3 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | plaguebringer's iron mace of evisceration (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Ego++] Arcane/Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 1 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 0 On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) ----- def ----- Disease- +12% Blunt and deadly. |
| On hands | Freezehacker the iron gauntlets (0 def, 7 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +4% physical Res.pen +15% darkness +15% cold ----- def ----- Armour +7 Fatigue +1% ---------- misc Light +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | iron shield (0 def, 2 armour, 9-11 power, 16.5 block)7.0 T1 shield armor [Normal] When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +16 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Lisaldamira (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Mag dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) Mind.save +3 (+3 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chargeslice the steel plate armour (0 def, 10 armour)17.0 T2 massive armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% lightning +3% blight Melee Ret 4 lightning ----- def ----- Armour +10 Fatigue +22% Resists +15% lightning +6% cold +6% blight +6% acid HP.reg +3.70 ---------- misc Stam/turn +0.70 Breathe water A suit of armour made of metal plates. |
Inventory
iron greatsword (18-30 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 18.5 - 29.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron longsword of vileness (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 0 Sharp, long, and deadly. |
iron mace (14-19 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +23 A belt that goes around your waist. |
pair of iron boots 'Adetira' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Crit.dmg- 5.00% Spell.save +3 (+2 eff.) Mind.save +3 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Emyda' (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +6% acid +3% fire Res.pen +5% acid Melee Ret 2 mind ----- def ----- Armour +1 Resists +6% fire ---------- misc Max.psi +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emelatha the Wildhunt (2 def, 4 armour)14.0 T1 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to reduce armor by 0% ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +15% lightning +3% acid A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Lorodebers the Cinderprophet [power 116] (8/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% fire Apr +4 ----- def ----- Resists +3% cold Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fun Paladin the Cornac Sun Paladin level 11
9th Flare 122nd year of Ascendancy at 07:44 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Fun Paladin the Cornac Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 09:31 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Fun Paladin the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 11:36 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Fun Paladin the Cornac Sun Paladin level 13
19th Dusk 122nd year of Ascendancy at 18:05 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Fun Paladin the Cornac Sun Paladin level 10
1st Flare 122nd year of Ascendancy at 06:39 see stats
Log
A shield forms around Fun Paladin.
Fun Paladin is not crippled anymore.
Talent Shield Pummel is ready to use.
Bleeding from Layeba the large white snake hits Fun Paladin for (3 absorbed), 0 physical (0 total damage).
Deadly Poison from Layeba the large white snake hits Fun Paladin for (30 absorbed), 0 nature (0 total damage).
Voreriamina the skeleton warrior uses Venomous Strike.
Fun Paladin is poisoned!
Fun Paladin's Dig is disrupted by crippling poison!
Fun Paladin's Brandish is disrupted by crippling poison!
Fun Paladin's Block is disrupted by crippling poison!
Voreriamina the skeleton warrior's Venomous Strike hits Fun Paladin for (41 absorbed), 0 nature, (6 absorbed), 0 fire (0 total damage).
Your shield crumbles under the damage!
The shield around Fun Paladin crumbles.
Fun Paladin's spell attains critical power!
Talent Infusion: Regeneration is ready to use.
Shield of Light hits Fun Paladin for 2 healing, 2 healing (0 total damage) [5 healing].
Poison from Voreriamina the skeleton warrior hits Fun Paladin for 25 nature damage.
Bleeding from Layeba the large white snake hits Fun Paladin for (1 absorbed), 2 physical (2 total damage).
Deadly Poison from Layeba the large white snake hits Fun Paladin for (30 absorbed), 0 nature (0 total damage).
Fun Paladin fails to use Infusion: Regeneration.
Voreriamina the skeleton warrior shoots!
Shield of Light hits Fun Paladin for 2 healing, 2 healing (0 total damage) [5 healing].
Voreriamina the skeleton warrior's Shoot hits Fun Paladin for 23 physical, 6 fire (29 total damage).
Poison bursts out of Fun Paladin's corpse!
Talent Assault is ready to use.
Talent Infusion: Wild is ready to use.
Fun Paladin receives 2 healing from Shield of Light.
Deadly Poison from Layeba the large white snake hits Fun Paladin for 30 nature damage.
Fun Paladin the level 14 cornac sun paladin was treehugged to death by Layeba the large white snake on level 3 of Ruins of Kor'Pul.







































































