











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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:
Items Vault 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 12 / 77% |
Size | medium |
Lifes / Deaths | Killed by Emelybrenor the mean looking elven guard at level 12 on the 51st Dusk 122nd year of Ascendancy at 17:52 2 / 3Killed by Emelybrenor the mean looking elven guard at level 12 on the 51st Dusk 122nd year of Ascendancy at 18:39 Killed by Is Archer OP? at level 12 on the 51st Dusk 122nd year of Ascendancy at 18:46 |
Primary Stats
Strength | 26 (base 26) |
Dexterity | 43 (base 37) |
Constitution | 12 (base 10) |
Magic | 12 (base 10) |
Willpower | 15 (base 10) |
Cunning | 25 (base 12) |
Resources
Life | 244/244 |
Stamina | 146/146 |
Healing Factor | 1.1164835164835 |
Regeneration | 0.27912087912088 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 24.108545491274 |
See Invisible | 27.108545491274 |
Offense: Mainhand
Damage | 65 |
Accuracy | 50 |
Crit Chance | 14% |
APR | 10 |
Speed | 0.80 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Light | +22% |
Physical | +14% |
Fire | +10% |
Lightning | +12% |
Offense: Damage Penetration
Light | +10% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 14 (57.811550151976%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 19 |
Mental Save | 34 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 12%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Darkness | + 32%( 70%) |
Light | + 48%( 70%) |
Fire | + 35%( 70%) |
Lightning | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 52% |
Bleed Resistance | 5% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Willpower stat. |
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 242 damage for 3 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 406% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 11% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +29 (+10 eff.) Mind.save +20 (+9 eff.) Silence- +20% Stun/Frz- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 arrow ammo [Ego] Nature Power 134% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 21 Ranged+ +11 nature +8 temporal Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (60 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +5 Fatigue +5% Resists +9% light +3% blight +6% fire +3% cold +9% darkness ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% darkness +12% light ----- def ----- Resists +20% darkness +5% arcane Phys.save +6 (+2 eff.) Cut- +5% Stun/Frz- +5% Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Mind.save +4 (+2 eff.) Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Spell.pwr +2 (+2 eff.) ----- def ----- Resists +9% fire +3% light +5% arcane Mind.save +6 (+3 eff.) Stun/Frz- +15% ---------- misc See.Invis +3 A belt that goes around your waist. |
In main hand | ![]() 4.0 T2 longbow 2H weapon [Random Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +2 Str dps ---------- Phys.crit +3.0% Phys.pwr +8 (+3 eff.) Dmg.mod +12% lightning +14% physical Res.pen +15% physical Acc +8 (+3 eff.) Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Resists +6% light Phys.save +6 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Res.pen +10% light Melee Ret 12 light On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +5 Defense +4 (+1 eff.) Fatigue +6% Resists +3% acid +3% blight Spell.save +3 (+2 eff.) A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+2 eff.) Resists +3% acid +3% darkness +6% blight +5% arcane +9% lightning Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets can have magical properties. |
Inventory
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +3.00% Dmg.mod +9% physical ----- def ----- Armour +4 Resists +10% mind Confus- +22% Amulets can have magical properties. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 lightning +8 arcane On Hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown While equipped: dps ---------- Dmg.mod +3% blight One-handed war axes. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Melee Ret 4 mind 8 darkness ----- def ----- Armour +3 Fatigue +1% Resists +3% darkness ---------- misc Infravis +1 A cap made of leather. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 7 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 78.51 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
![]() 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 T2 totem charm [Rare] Nature While equipped: Stats +3 Str +2 Con dps ---------- Res.pen +20% physical Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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: 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. |
Achievements
By Is Archer OP? the Shalore Archer level 9
4th Dusk 122nd year of Ascendancy at 11:04 see stats
By Is Archer OP? the Shalore Archer level 10
17th Dusk 122nd year of Ascendancy at 16:28 see stats
By Is Archer OP? the Shalore Archer level 8
8th Flare 122nd year of Ascendancy at 16:14 see stats
Log
Burning from Emelybrenor the mean looking elven guard hits Is Archer OP? for 7 fire damage.
Emelybrenor the mean looking elven guard's cleansing fire area effect hits Emelybrenor the mean looking elven guard for 13 fire damage.
Is Archer OP? casts Grace of the Eternals.
Is Archer OP? speeds up.
Is Archer OP? uses Infusion: Primal.
Is Archer OP? stops burning.
Is Archer OP? is cured!
Is Archer OP? attunes to the wild.
Is Archer OP? shoots!
Emelybrenor the mean looking elven guard casts Manathrust.
Emelybrenor the mean looking elven guard hits Is Archer OP? for 92 arcane damage.
Is Archer OP? the level 12 shalore archer was energised to death by Emelybrenor the mean looking elven guard on level 1 of Rhaloren Camp.
You have 2 life(s) left.
Is Archer OP? is firmly planted in reality.
Is Archer OP? slows down.
Is Archer OP? is no longer one with nature.
Is Archer OP? deactivates Intuitive Shots.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Emelybrenor the mean looking elven guard killed Is Archer OP?!
Talent Steady Shot is ready to use.
Saving done.
Talent Rune: Shielding is ready to use.
Talent Sentinel is ready to use.
Talent Called Shots is ready to use.
Saving game...