Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Adventurer Plus Addon 1.1.6Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Ashes of Urh'Rok 1.5.0Official 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:
Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Forbidden Cults 1.5.9Official 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.
Extra Dungeons 1.5.5In 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: Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Arena |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Warrior Hero |
Level / Exp | 47 / 75% |
Size | huge |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 131 (base 60) |
Dexterity | 20 (base 16) |
Constitution | 78 (base 50) |
Magic | 60 (base 60) |
Willpower | 15 (base 9) |
Cunning | 16 (base 9) |
Resources
Life | 1371/1371 |
Mana | 539/539 |
Stamina | 264/264 |
Vim | 336/403 |
Healing Factor | 1.5072903225806 |
Regeneration | 17.933792381699 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 0 |
Infravision | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 211 |
Accuracy | 34 |
Crit Chance | 33% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Nature | +5% |
Lightning | +12% |
Offense: Damage Penetration
Acid | +19% |
Cold | +10% |
Lightning | +20% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 70.224067871775 (78.924731182796%) |
Defense | 34 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 37 |
Mental Save | 30 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 36%( 70%) |
Physical | + 11%( 70%) |
Cold | + 15%( 70%) |
All | + 7%( 70%) |
Lightning | + 21%( 70%) |
Light | + 44%( 70%) |
Mind | + 30%( 70%) |
Darkness | + 55%( 70%) |
Fire | + 21%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 36% |
Knockback Resistance | 35% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 22% |
Blind Resistance | 67% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 572 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Heart of Fire | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Wrath | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torture | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Corruption / Brutality | 1.20 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Generic Talents
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Corruption / Demonic strength | 1.40 |
| 4/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Technique / Conditioning | 1.20 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Eternal Suffering |
talent | Willful Tormenter |
talent | Share the Pain |
talent | Overkill |
talent | Abyssal Shield |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
On feet | blood-soaked pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour) blood-soaked pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +4 Defense: +5 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% 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 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. |
On head | bladed voratun helm of constitution (+5) (0 def, 5 armour) bladed voratun helm of constitution (+5) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +5 Str / +9 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 510.4 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Barorath the Cloudwoe [power 223] (7 cooldown) Barorath the Cloudwoe [power 223] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 darkness Changes resistances: +6% lightning Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Changes damage: +12% lightning Talent cooldown: Strike (-1 turn) Talents granted: +1 Ward +3 Strike It can be used to fire a bolt of a random element with (base) damage 112 to 223, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | treant's voratun ring of tenacity treant's voratun ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +9% nature / +11% blight Poison immunity: +22% Disease immunity: +24% Disarm immunity: +36% Pinning immunity: +36% Knockback immunity: +35% Maximum life: +34.00 Rings can have magical properties. |
On fingers | savage's gold ring of pilfering savage's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +9 Defense: +10 (+5 eff.) Changes stats: +4 Con Spell save: +12 (+5 eff.) Maximum stamina: +14.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around waist | nightruned hardened leather belt of transcendence nightruned hardened leather belt of transcendencePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% light / +8% darkness Physical save: +7 (+2 eff.) Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
In main hand | elemental voratun greatsword of projection (61-97.6 power, 4 apr) elemental voratun greatsword of projection (61-97.6 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes resistances penetration: +19% acid / +20% fire / +20% lightning / +10% cold Massive two-handed swords. |
On hands | naturalist's dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) naturalist's dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Damage (Melee): 6 nature Changes stats: +4 Str Changes resistances: +7% nature Changes damage: +5% nature Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+7 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+12 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+5 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.4 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 3 Armour, 5 Defense and your attacks will gain 26% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Cloak | wyrmwaxed elven-silk cloak of Eldoral (3 def, 0 armour) wyrmwaxed elven-silk cloak of Eldoral (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Cun / +4 Dex Changes resistances: +8% acid / +9% fire / +9% lightning / +8% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starlit stralite amulet of vision starlit stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% light / +24% darkness Blindness immunity: +67% Infravision radius: +6 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
Inventory
restful stralite amulet of strength (+4) restful stralite amulet of strength (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Changes stats: +4 Str Life regen: +2.30 Amulets can have magical properties. |
flaming voratun battleaxe of amnesia (57-85.5 power, 4 apr) flaming voratun battleaxe of amnesia (57-85.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +17 fire When wielded/worn: Massive two-handed battleaxes. |
truestriking stralite greatsword (49.5-79.2 power, 3 apr) truestriking stralite greatsword (49.5-79.2 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +10 Changes resistances penetration: +13% physical Massive two-handed swords. |
The Black Spike (48-67.2 power, 20 apr) The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Newly picked up keeper's dragonbone longbow of recursionkeeper's dragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +21% physical / +23% temporal Changes damage: +23% physical / +33% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
radiant steel plate armour of implacability (4 def, 14 armour) radiant steel plate armour of implacability (4 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +17% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +12% blight / +13% darkness Physical save: +6 (+2 eff.) Light radius: +1 A suit of armour made of metal plates. |
thick linen cloak of protection (1 def, 6 armour) thick linen cloak of protection (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold Spell save: +5 (+2 eff.) Mental save: +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
By Dechlgan the Cornac Warrior Hero level 23
76th Pyre 122nd year of Ascendancy at 04:43 see stats
By Dechlgan the Cornac Warrior Hero level 41
79th Pyre 122nd year of Ascendancy at 11:40 see stats
By Dechlgan the Cornac Warrior Hero level 39
78th Pyre 122nd year of Ascendancy at 23:27 see stats
By Dechlgan the Cornac Warrior Hero level 10
74th Pyre 122nd year of Ascendancy at 21:36 see stats
By Dechlgan the Cornac Warrior Hero level 20
75th Pyre 122nd year of Ascendancy at 20:45 see stats
By Dechlgan the Cornac Warrior Hero level 30
77th Pyre 122nd year of Ascendancy at 06:00 see stats
By Dechlgan the Cornac Warrior Hero level 40
78th Pyre 122nd year of Ascendancy at 23:28 see stats
By Dechlgan the Cornac Warrior Hero level 47
1st Mirth 122nd year of Ascendancy at 14:24 see stats
By Dechlgan the Cornac Warrior Hero level 44
79th Pyre 122nd year of Ascendancy at 23:01 see stats
By Dechlgan the Cornac Warrior Hero level 24
76th Pyre 122nd year of Ascendancy at 13:44 see stats
By Dechlgan the Cornac Warrior Hero level 44
79th Pyre 122nd year of Ascendancy at 23:01 see stats
By Dechlgan the Cornac Warrior Hero level 30
77th Pyre 122nd year of Ascendancy at 06:06 see stats
Log
Rej Arkatis hits Dechlgan for (1 absorbed), 0 physical (0 total damage).
Dechlgan uses You Shall Be My Weapon!.
Dechlgan performs a melee critical strike against Rej Arkatis!
Quest 'The Arena' completed! (Press 'j' to see the quest log)
Personal New Achievement: Master of Arena!
Dechlgan hits Rej Arkatis for 2826 physical damage.
Dechlgan killed Rej Arkatis!
Talent Burning Sacrifice is ready to use.
Dechlgan's weapon stops glowing.
The shield around Dechlgan crumbles.
Talent Incinerating Blows is ready to use.
Dechlgan is no longer transformed.
Talent Voracious Blade is ready to use.
Talent Fiery Aegis is ready to use.
Talent You Shall Be My Weapon! is ready to use.
Talent Detonating Charge is ready to use.
Talent Fiery Torment is ready to use.
Dechlgan deactivates Share the Pain.
Dechlgan deactivates Willful Tormenter.
Dechlgan deactivates Eternal Suffering.
Dechlgan deactivates Abyssal Shield.
Dechlgan deactivates Overkill.