











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! Better Item Description 1.7.4This 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 ZOmnibus Addon Pack 1.7.4Combines 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: 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 | Male |
Race | Doomelf |
Class | Sun Paladin |
Level / Exp | 13 / 65% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 13 on the 3rd Flare 122nd year of Ascendancy at 20:28 3 / 2Killed by Distant Sun Cliff at level 13 on the 3rd Flare 122nd year of Ascendancy at 20:33 |
Primary Stats
Strength | 46 (base 38) |
Dexterity | 14 (base 10) |
Constitution | 11 (base 10) |
Magic | 44 (base 30) |
Willpower | 14 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | 387/387 |
Positive | 86/86 |
Stamina | 171/171 |
Healing Factor | 1.0097162075846 |
Regeneration | 2.2718614670653 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 63 |
Accuracy | 21 |
Crit Chance | 22% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 32 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Light | +15% |
Physical | +6% |
Lightning | +6% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Acid | +5% |
Light | +5% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 34.551211628464 (73.607947236566%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 24 |
Physical Save | 21 |
Spell Save | 20 |
Mental Save | 12 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 14%( 70%) |
Physical | + 13%( 70%) |
Cold | + 10%( 70%) |
All | 0%( 70%) |
Darkness | + 3%( 70%) |
Light | + 48%( 70%) |
Temporal | + 10%( 70%) |
Lightning | + 7%( 70%) |
Mind | + 11%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 21% |
Disarm Resistance | 20% |
Knockback Resistance | 60% |
Instadeath Resistance | 100% |
Blind Resistance | 61% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 263 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 3 mind, 3 arcane |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
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 |
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 |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Dmg.mod +6% light +6% physical ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +7% temporal Die.at -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% cold ----- def ----- Resists +6% nature Die.at -20.00 life Max.HP +40.00 ---------- misc Light +6 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 | ![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +7% cold +3% light +3% temporal Phys.save +3 (+1 eff.) Die.at -80.00 life ---------- misc Breathe water A cap made of leather. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Dmg.mod +9% light ----- def ----- Armour +1 Fatigue +1% Resists +3% light HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Str +1 Dex +1 Mag ---------- misc Light +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Armour +4 Resists +22% acid +3% light Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 6 cold ----- def ----- Resists +9% acid +3% cold +11% mind +3% nature Mind.save +3 (+3 eff.) Confus- +21% Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 temporal On Hit: 20% Curse of Impotence 2 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +3% acid Res.pen +5% acid +5% temporal One-handed war axes. |
Around waist | ![]() 1.0 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 off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 3 fire ----- def ----- Armour +4 Fatigue +8% Resists +11% physical +3% light +14% blight +12% nature +3% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Res.pen +5% light Melee Ret 6 light ----- def ----- Defense +1 (+1 eff.) Resists +2% physical Max.HP +30.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +4 Str +2 Dex dps ---------- Crit.mult +5.00% Dmg.mod +6% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +9 Fatigue +22% Max.HP +22.00 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 14.0 - 22.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 91 damage over 5 turns and reducing armor and accuracy by 12 Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 darkness Against +6% Living On Crit.r2 +12 fire On Hit: * 10% chance to slow global speed by 35% While equipped: ----- def ----- Resists +3% light One-handed war axes. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Arcane/Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +11% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% Resists +5% physical Phys.save +11 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Armour +3 Resists +12% acid +6% temporal ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
Achievements
By Distant Sun Cliff the Doomelf Sun Paladin level 6
77th Pyre 122nd year of Ascendancy at 08:21 see stats
By Distant Sun Cliff the Doomelf Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 11:05 see stats
By Distant Sun Cliff the Doomelf Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:06 see stats
By Distant Sun Cliff the Doomelf Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:06 see stats
By Distant Sun Cliff the Doomelf Sun Paladin level 6
77th Pyre 122nd year of Ascendancy at 09:32 see stats
By Distant Sun Cliff the Doomelf Sun Paladin level 11
5th Mirth 122nd year of Ascendancy at 08:34 see stats
By Distant Sun Cliff the Doomelf Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:06 see stats
By Distant Sun Cliff the Doomelf Sun Paladin level 13
3rd Flare 122nd year of Ascendancy at 20:33 see stats
Log
Dozing great wolf misses Distant Sun Cliff.
Melee retaliation hits War hound for 6 cold, 3 fire, 24 light (33 total damage).
War hound hits Distant Sun Cliff for 39 physical damage.
Distant Sun Cliff is no longer pinned.
Ritch flamespitter spits flames!
Eilinebrerin the slumbering wolf converts some damage to Psi!
Eilinebrerin the slumbering wolf hits Distant Sun Cliff for 45 mind, 3 cold, 2 mind, 3 darkness, 3 cold, 2 mind, 3 darkness (61 total damage).
Melee retaliation hits Eilinebrerin the slumbering wolf for 2 to psi, 3 cold, 1 to psi, 1 fire, 8 to psi, 12 light, 2 to psi, 3 cold, 1 to psi, 1 fire, 8 to psi, 12 light (54 total damage).
Ritch flamespitter hits Distant Sun Cliff for 61 fire damage.
Eilinebrerin the slumbering wolf's adrenaline surge has come to an end.
Distant Sun Cliff is confused and fails to use Block.
Melee retaliation hits War hound for 6 cold, 3 fire, 24 light (33 total damage).
War hound hits Distant Sun Cliff for 43 physical damage.
Eilinebrerin the slumbering wolf converts some damage to Psi!
Melee retaliation hits Eilinebrerin the slumbering wolf for 2 to psi, 3 cold, 1 to psi, 1 fire, 8 to psi, 12 light, 2 to psi, 3 cold, 1 to psi, 1 fire, 8 to psi, 12 light (54 total damage).
Eilinebrerin the slumbering wolf hits Distant Sun Cliff for 37 mind, 3 cold, 2 mind, 4 darkness, 3 cold, 2 mind, 4 darkness (56 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter hits Distant Sun Cliff for 61 fire damage.
Distant Sun Cliff the level 13 doomelf sun paladin was burnt to death by a ritch flamespitter on level 1 of Heart of the Gloom.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ritch flamespitter killed Distant Sun Cliff!
Saving game...
Talent Sun Ray is ready to use.
Talent Shield Pummel is ready to use.
Saving done.
New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!