Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Items Vault 1.7.0Donators/Buyers bonus! Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Leeroy Jenkins 1.2.5Renames every escort to Leeroy Jenkins." 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:
True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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: 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:
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 | Arena |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 47 / 75% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 10 (base 10) |
Magic | 80 (base 60) |
Willpower | 74 (base 60) |
Cunning | 60 (base 60) |
Resources
Life | 591/591 |
Mana | 363/363 |
Healing Factor | 1.0000003099961 |
Regeneration | 0.25000007749904 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +53.196153061473% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Stealth | 14.690482581526 |
See Invisible | 34.143330456885 |
Offense: Mainhand
Damage | 25 |
Accuracy | 4 |
Crit Chance | 18% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 48% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +22% |
Fire | +23% |
Arcane | +4% |
Offense: Damage Penetration
Lightning | +50% |
Fire | 0% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (30%) |
Defense | 24 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 39 |
Mental Save | 36 |
Defense: Resistances
Lightning | + 22%( 70%) |
Fire | + 18%( 70%) |
Darkness | + 18%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 18%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 23% |
Pinning Resistance | 100% |
Disarm Resistance | 32% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (99 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Air | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 2.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Thaumaturgy | 1.70 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Hurricane |
talent | Keen Senses |
talent | Arcane Shield |
talent | Slipstream |
talent | Thunderstorm |
talent | Multicaster |
talent | Tempest |
talent | Arcane Power |
talent | Disruption Shield |
talent | Feather Wind |
talent | Shielding |
talent | Spellcraft |
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 | pair of hardened leather boots of phasing (0 def, 3 armour) pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Mag / +3 Wil It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Light source | brass lantern brass lantern2.00 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. |
On head | miner's drakeskin leather cap of strength (+5) (0 def, 6 armour) miner's drakeskin leather cap of strength (+5) (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Fatigue: +5% Changes stats: +5 Str Infravision radius: +2 A cap made of leather. |
Tool | piercing ash wand of shielding [power 170] (20 cooldown) piercing ash wand of shielding [power 170] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 261 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | wizard's steel ring of clarity wizard's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +23% Rings make your fingers look great! |
On fingers | gold ring of tenacity gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +32% Pinning immunity: +28% Knockback immunity: +22% Maximum life: +28.00 Rings make your fingers look great! |
Around waist | reinforced drakeskin leather belt of magery reinforced drakeskin leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Defense: +14 (+7 eff.) Changes stats: +8 Mag / +11 Wil Physical save: +22 (+11 eff.) Spell crit. chance: +5% A belt that goes around your waist. |
In main hand | shimmering elm magestaff of might (10-12 power, 2 apr, lightning element) =yeahboy= shimmering elm magestaff of might (10-12 power, 2 apr, lightning element) =yeahboy=Requires: - Magic 11 Powered by arcane forces 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: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +34.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
On hands | spellstreaming drakeskin leather gloves of magic (+4) (0 def, 3 armour) spellstreaming drakeskin leather gloves of magic (+4) (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes damage: +4% arcane Mana each turn: +0.27 Spellpower: +10 (+3 eff.) Spell crit. chance: +7% When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +29 arcane Damage (radius 2) on crit: +11 arcane Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | woollen robe of Linaniil (0 def, 0 armour) woollen robe of Linaniil (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Mana each turn: +0.13 Maximum mana: +53.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around neck | grounding stralite amulet of manastreaming grounding stralite amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes resistances: +14% lightning Stun/Freeze immunity: +28% Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +49.00 Amulets make your neck look great! |
Inventory
Eclipse (18-22 power, 4 apr, darkness element) Eclipse (18-22 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
ash starstaff of wizardry (15-18 power, 3 apr, physical element) ash starstaff of wizardry (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes damage: +15% physical Talent granted: +1 Command Staff Maximum mana: +26.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
balanced stralite battleaxe of evisceration (45-68 power, 3 apr) balanced stralite battleaxe of evisceration (45-68 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Wound the target dealing 37 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +16 (+15 eff.) Physical crit. chance: +13.0% Physical power: +12 (+8 eff.) Defense: +17 (+8 eff.) Disarm immunity: +49% Massive two-handed battleaxes. |
Summertide (17 def, 15 armour, 260 block) Summertide (17 def, 15 armour, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Defense: +17 (+8 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+7 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 51.73 to 64.67 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
psion's cashmere robe of protection (3 def, 4 armour) psion's cashmere robe of protection (3 def, 4 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes resistances: +11% all Changes resistances penetration: +14% mind Changes damage: +18% mind Physical save: +21 (+10 eff.) Psi each turn: +0.43 Maximum psi: +19.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
steel plate armour of implacability (0 def, 15 armour) steel plate armour of implacability (0 def, 15 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Fatigue: +16% Physical save: +8 (+4 eff.) A suit of armour made of metal plates. |
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. |
overpowered dragonbone wand of conjuration [power 805] (23 cooldown) =caca= overpowered dragonbone wand of conjuration [power 805] (23 cooldown) =caca=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a magical bolt dealing 981 lightning damage Activation puts all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 Raikage the Cornac Archmage level 31
76th Pyre 122nd year of Ascendancy at 11:23 see stats
By Raikage the Cornac Archmage level 42
79th Pyre 122nd year of Ascendancy at 08:08 see stats
By Raikage the Cornac Archmage level 24
75th Pyre 122nd year of Ascendancy at 19:22 see stats
By Raikage the Cornac Archmage level 10
74th Pyre 122nd year of Ascendancy at 19:03 see stats
By Raikage the Cornac Archmage level 20
75th Pyre 122nd year of Ascendancy at 07:30 see stats
By Raikage the Cornac Archmage level 30
76th Pyre 122nd year of Ascendancy at 11:23 see stats
By Raikage the Cornac Archmage level 40
78th Pyre 122nd year of Ascendancy at 14:11 see stats
By Raikage the Cornac Archmage level 47
1st Mirth 122nd year of Ascendancy at 12:26 see stats
By Raikage the Cornac Archmage level 40
78th Pyre 122nd year of Ascendancy at 22:48 see stats
By Raikage the Cornac Archmage level 14
75th Pyre 122nd year of Ascendancy at 02:53 see stats
Log
The powerful time-altering energies generate a restoration field on Raikage.
Talent Meteoric Crash is ready to use.
Talent Orb of Thaumaturgy is ready to use.
Talent Infusion: Wild is ready to use.
The fabric of time around Raikage returns to normal.
Talent Displacement Shield is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
You pickup 1.90 gold pieces.
Ran for 6 turns (stop reason: at object).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Saving game...
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
The furious lightning storm around Raikage calms down and disappears.