Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.1 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! Arcanum Class Pack 1.2.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.2.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Stone Wardens DLC Class 1.1.6Donators/Buyers bonus! Doctornull's Class Pack 1.1.6This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Yeek |
Class | Arcanist |
Level / Exp | 9 / 20% |
Size | small |
Lifes / Deaths | Killed by ritch flamespitter at level 3 on the 77th Pyre 122nd year of Ascendancy at 09:16 0 / 5Killed by skeleton warrior at level 9 on the 10th Mirth 122nd year of Ascendancy at 00:45 Killed by Subject Z at level 9 on the 10th Mirth 122nd year of Ascendancy at 04:39 Killed by Subject Z at level 9 on the 10th Mirth 122nd year of Ascendancy at 04:48 Killed by Subject Z at level 9 on the 10th Mirth 122nd year of Ascendancy at 05:47 |
Primary Stats
Strength | 7 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 13 (base 18) |
Magic | 32 (base 32) |
Willpower | 25 (base 15) |
Cunning | 19 (base 11) |
Resources
Life | -13/132 |
Mana | 100/176 |
Healing Factor | 0.82 |
Regeneration | 0.205 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +91.390728476821% |
Vision
Sight | 10 |
Lite | 2 |
See Stealth | 6 |
See Invisible | 7 |
Offense: Mainhand
Damage | 14 |
Accuracy | 2 |
Crit Chance | 4% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35.352161368562 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 23.55 |
Crit Chance | 4% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 3.3 |
Ranged Defense | 3.3 |
Fatigue | 1 |
Physical Save | 23 |
Spell Save | 19.95 |
Mental Save | 23.2 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 17% |
Poison Resistance | 20% |
Confusion Resistance | 52% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 228 damage for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 628% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
Spell / Arcane | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / High magic | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Force | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shielding |
talent | Arcane Power |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is poisoned, taking 2.57 nature damage per turn and decreasing all heals received by 18%. Insidious Poison |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
detrimental effect | Reduces global action speed by 9% and all outgoing projectiles speed by 21%. Congeal Time |
beneficial effect | The target is surrounded by a space distortion that randomly sends (53% chance) incoming damage to another target (Subject Z). Absorbs 165/218 damage before it crumbles. Displacement Shield |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
Equipment
Tool | supercharged elm totem of thorny skin [power 20] (28 cooldown) supercharged elm totem of thorny skin [power 20] (28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 20 and armour hardiness by 30%, placing all other charms into a 28 cooldown. Natural totems are made by powerful wilders to store nature power. |
On feet | insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +6% fire Stamina each turn: +0.40 Maximum stamina: +13.00 A pair of boots made of leather. |
Around waist | insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% cold / +5% fire A belt that goes around your waist. |
Main armor | shimmering woollen robe of protection (3 def, 2 armour) shimmering woollen robe of protection (3 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +3 Changes damage: +12% arcane Physical save: +19 Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 These gloves are coated with a thick, green liquid. |
Light source | brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
On head | linen wizard hat of frost (+16%) (1 def, 0 armour) linen wizard hat of frost (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% cold Changes damage: +11% cold A pointy cloth hat, very wizardly... |
In main hand | Kor's Fall (10-12 power, 0 apr, physical element) Kor's Fall (10-12 power, 0 apr, physical 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: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical 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 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: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 91.22 physical damage to all targets in line. 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. |
Inventory
phase door rune of the psychic (range 7; power 20; dur 4) phase door rune of the psychic (range 7; power 20; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Halurim the dwarven-steel dagger (20.5-26.65 power, 7 apr)Halurim the dwarven-steel dagger (20.5-26.65 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes resistances: +1% physical Changes damage: +3% acid Physical save: +6 Disarm immunity: +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Erelundur the Willowtorrent (20-24 power, 4 apr, lightning element)Erelundur the Willowtorrent (20-24 power, 4 apr, lightning 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% When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +1 Wil Changes damage: +20% lightning Talent granted: +1 Command Staff Spell save: +9 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +9 Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash vilestaff (15-18 power, 3 apr, blight element)ash vilestaff (15-18 power, 3 apr, blight element) Requires: - Magic 16 5.00 Encumbrance. 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: Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, darkness element) elm starstaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. acidic steel waraxe of daylight (11.5-16.1 power, 3 apr)acidic steel waraxe of daylight (11.5-16.1 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +6 light Damage against: +8% Undead One-handed war axes. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour)steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour (2 def, 4 armour)cured leather armour (2 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. DemonkinDemonkin Requires: - Magic 15 Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +5% arcane / +12% fire Reduce damage by fixed amount: +2 all Maximum wards: +1 fire Changes resistances penetration: +15% darkness Changes damage: +12% fire Talent granted: +2 Ward Slows Projectiles: +15% Handheld warding devices |
agate 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
spinel 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. |
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. |
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 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 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. |
psionic steel torque of mindblast [power 145] (6 cooldown) psionic steel torque of mindblast [power 145] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a beam (dam 72-145), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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. |
Achievements
Log
Nghainu resists the mind attack!
Nghainu is poisoned!
Subject Z performs a melee critical strike against Nghainu!
Subject Z strikes Nghainu in the darkness (+12% damage).
Subject Z hits Nghainu for (38 absorbed), 0 physical, (3 absorbed), 0 mind, (3 absorbed), 0 nature, (20 absorbed), 0 darkness, (56 absorbed), 0 physical, (20 absorbed), 0 darkness (0 total damage).
Subject Z slows down.
Insidious Poison from Subject Z strikes Nghainu in the darkness (+12% damage).
Insidious Poison from Subject Z hits Nghainu for (3 absorbed), 0 nature (0 total damage).
Burning from Yeek Wayist hits Subject Z for 45 fire damage.
Nghainu activates Shielding.
Subject Z's creeping dark hits Nghainu for (33 absorbed), 0 darkness (0 total damage).
Your shield crumbles under the damage!
The shield around Nghainu crumbles.
Nghainu teleports some damage to Subject Z!
Subject Z strikes Nghainu in the darkness (+12% damage).
Subject Z hits Nghainu for (41 absorbed), 0 physical, (7 absorbed), 0 mind, (3 absorbed), 0 nature, (20 teleported), 0 darkness, 36 physical, 20 darkness (57 total damage).
Subject Z hits Subject Z for 20 teleported damage.
Insidious Poison from Subject Z strikes Nghainu in the darkness (+12% damage).
Insidious Poison from Subject Z hits Nghainu for 3 nature damage.
Subject Z stops burning.
Yeek Wayist feels pain again.
Nghainu teleports some damage to Subject Z!
Subject Z's creeping dark hits Nghainu for (28 teleported), 0 darkness (0 total damage).
Subject Z's creeping dark hits Subject Z for 28 teleported damage.
Subject Z's creeping dark hits Yeek Wayist for 28 darkness damage.
Nghainu casts Circle of Death.
Nghainu resists the mind attack!
Saving game...