








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Extra Dungeons 1.6.7In 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: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Higher |
Class | Oozemancer |
Level / Exp | 23 / 4% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 1000009 (base 10) |
Dexterity | 1000009 (base 10) |
Constitution | 1000009 (base 10) |
Magic | 1000009 (base 10) |
Willpower | 1000014 (base 15) |
Cunning | 1000013 (base 14) |
Resources
Life | 1000179/1000179 |
Equilibrium | 18 |
Healing Factor | 1.1 |
Regeneration | 1149463.6529812 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 5 |
Infravision | 12 |
See Stealth | 1083.7198735902 |
See Invisible | 1083.7198735902 |
Offense: Mainhand
Damage | 15306 |
Accuracy | 7473 |
Crit Chance | 600003% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 15887 |
Accuracy | 7473 |
Crit Chance | 600003% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6314 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 6623 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Defense: Base
Armour (hardiness) | 0 (30%) |
Defense | 6623 |
Ranged Defense | 6623 |
Fatigue | 0 |
Physical Save | 5906 |
Spell Save | 5914 |
Mental Save | 5906 |
Defense: Resistances
Acid | + 70%( 70%) |
Light | + 30%( 70%) |
Arcane | + 70%( 70%) |
Nature | + 70%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 56% |
Poison Resistance | 56% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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
Wild-gift / Oozing blades | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Eyal's fury | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Mucus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Ooze | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Race / Higher | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Antimagic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Effects
talent | Psiblades |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved spell save by +12. | 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 spell save by +12. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
In off hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 98% Wil, 59% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +4 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(14629 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
In main hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 98% Wil, 59% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +4 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Inventory
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+0 eff.) Mindpower: +5 (+0 eff.) Mental crit. chance: +2% Light radius: +3 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 115 power out of 328/400. 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. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dairasta the Higher Oozemancer level 10
74th Pyre 122nd year of Ascendancy at 21:52 see stats
By Dairasta the Higher Oozemancer level 20
77th Pyre 122nd year of Ascendancy at 11:23 see stats
By Dairasta the Higher Oozemancer level 1
74th Pyre 122nd year of Ascendancy at 11:13 see stats
By Dairasta the Higher Oozemancer level 1
74th Pyre 122nd year of Ascendancy at 11:13 see stats
By Dairasta the Higher Oozemancer level 1
74th Pyre 122nd year of Ascendancy at 11:13 see stats
By Dairasta the Higher Oozemancer level 1
74th Pyre 122nd year of Ascendancy at 11:13 see stats
Log
You gain 0.86 gold from the transmogrification of rough leather armour of cold resistance (3 def, 2 armour).
You gain 1.37 gold from the transmogrification of cleansing rough leather armour of fire resistance (3 def, 2 armour).
You gain 1.11 gold from the transmogrification of iron mail armour of acid resistance (2 def, 4 armour).
You gain 1.35 gold from the transmogrification of impenetrable iron mail armour (2 def, 10 armour).
You gain 0.97 gold from the transmogrification of miner's rough leather cap of strength (+2) (0 def, 2 armour).
You gain 1.55 gold from the transmogrification of rough leather gloves of strength (+2) (0 def, 1 armour).
You gain 1.77 gold from the transmogrification of blighted rough leather gloves of magic (+3) (0 def, 1 armour).
You gain 1.10 gold from the transmogrification of mindwoven linen robe of corrosion (+15%) (0 def, 0 armour).
You gain 6.05 gold from the transmogrification of Daysquall the steel waraxe (20-28 power, 3 apr).
You gain 1.20 gold from the transmogrification of potent elm magestaff (12-14 power, 2 apr, fire element).
You gain 0.25 gold from the transmogrification of elm magestaff (10-12 power, 2 apr, cold element).
You gain 4.06 gold from the transmogrification of cruel elm starstaff of illumination (10-12 power, 2 apr, physical element).
You gain 4.04 gold from the transmogrification of cruel elm magestaff of illumination (10-12 power, 2 apr, lightning element).
You gain 2.60 gold from the transmogrification of thought-forged steel greatsword of massacre (32-51 power, 2 apr).
You gain 3.03 gold from the transmogrification of balanced iron greatsword (16-26 power, 1 apr).
You gain 3.50 gold from the transmogrification of Bill's Tree Trunk (30-51 power, 7 apr).
You gain 0.45 gold from the transmogrification of iron dagger of massacre (16-20 power, 5 apr).
You gain 0.45 gold from the transmogrification of iron dagger of massacre (16-20 power, 5 apr).
You gain 0.45 gold from the transmogrification of iron battleaxe of massacre (25-38 power, 1 apr).
You gain 2.62 gold from the transmogrification of flaming iron battleaxe of daylight (14-22 power, 1 apr).
You gain 4.78 gold from the transmogrification of Toritorig the Murkwilder.
You gain 2.06 gold from the transmogrification of blink rune of the sneak (range 40004; phase 120013; cd 12).
You gain 1.11 gold from the transmogrification of healing infusion of the warrior (heal 2000058; cd 13).
There is a Passageway into the Trollmire here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.