Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Possessor Bonus Class 1.7.4Donators/Buyers bonus! Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. 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:
Shadow Veil Challenge 1.7.6Gives all player characters a talent similar to Shadow Veil, and disallows player characters from using all other activated talents. Sustained and passive talents are not restricted. Some classes are much easier to win this way than others. Weight: 79652 Changelog1.0.0: 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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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 Roguelike |
Sex | Male |
Race | Bear |
Class | Earth Knight |
Level / Exp | 6 / 7% |
Size | big |
Lifes / Deaths | Killed by Bill the Stone Troll at level 6 on the 76th Pyre 122nd year of Ascendancy at 03:10 / 1 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 26 (base 16) |
Magic | 26 (base 26) |
Willpower | 12 (base 12) |
Cunning | 11 (base 10) |
Resources
Life | 0/344 |
Essence | 100/100 |
Healing Factor | 1.1316586254954 |
Regeneration | 3.6778905328602 |
Speed
Mental | +25% |
Attack | 0% |
Movement | +50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Barehand
Damage | 32 |
Accuracy | 31 |
Crit Chance | 8% |
APR | 0 |
Speed | 0.80 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 6% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 4 (38%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 24 |
Mental Save | 22 |
Defense: Resistances
Acid | -15%( 54%) |
Physical | + 20%( 74%) |
All | + 4%( 74%) |
Defense: Immunities
Teleport Resistance | 28% |
Stun Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
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
Spell / Terrakinesis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Terramorphism | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Terramancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Bear | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Flexible Combat Training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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. | active |
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
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. |
Inventory
iron mace (107% power, 2 apr) iron mace (107% power, 2 apr)Requires: - Magic 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 107% Range: 1.4x Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Kor's Fall (100% power, 0 apr, darkness element) Kor's Fall (100% power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 103.23 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (206). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
This item will automatically be transmogrified when you leave the level. linen wizard hat 'Velirialle' (1 def, 0 armour)linen wizard hat 'Velirialle' (1 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Str Changes resistances: +6% nature / +5% blight Infravision radius: +1 A pointy cloth hat, very wizardly... |
light plate armour (0 def, 6 armour) light plate armour (0 def, 6 armour)Requires: - Massive armour training - Magic 14 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +6 Fatigue: +16% A suit of armour made of metal plates. |
iron shield (0 def, 2 armour, 102% power, 23.5 block) iron shield (0 def, 2 armour, 102% power, 23.5 block)Requires: - Shield usage training - Magic 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 102% Range: 1.2x Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +24 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 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. |
Transmogrification Chest Transmogrification ChestPowered 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. |
2 citrine 2 citrine0.00 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. |
zircon zircon0.00 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
Log
Forest Troll Hedge-Wizard casts Flame.
Veil 30: Bear Knight hits Betadhemina the giant brown ant for 58 darkness damage.
Forest Troll Hedge-Wizard's Flame hits Veil 30: Bear Knight for (4 mitigated), 40 fire (40 total damage).
Veil 30: Bear Knight killed Betadhemina the giant brown ant!
Bill the Stone Troll rushes out!
Bill the Stone Troll hits Veil 30: Bear Knight for (4 mitigated), 32 physical (32 total damage).
Forest Troll Hedge-Wizard casts Manathrust.
Forest Troll Hedge-Wizard's Manathrust hits Veil 30: Bear Knight for (4 mitigated), 70 arcane (70 total damage).
Forest Troll Hedge-Wizard reflects damage back to Veil 30: Bear Knight!
Veil 30: Bear Knight hits Forest Troll Hedge-Wizard for (62 absorbed), 0 darkness, (3 absorbed), 0 nature, (3 absorbed), 0 physical, (15 absorbed), 0 darkness, (3 absorbed), 0 nature, (3 absorbed), 0 physical, (10 absorbed), 0 darkness, (3 absorbed), 0 nature, (3 absorbed), 0 physical, (37 absorbed), 0 darkness, (3 absorbed), 0 nature, (3 absorbed), 0 physical, (7 absorbed), 0 darkness, (3 absorbed), 0 nature, (3 absorbed), 0 physical, (5 absorbed), 0 darkness, (3 absorbed), 0 nature, (3 absorbed), 0 physical (0 total damage).
Forest Troll Hedge-Wizard hits Veil 30: Bear Knight for 62 reflected, 3 reflected, 3 reflected, 15 reflected, 3 reflected, 3 reflected, 10 reflected, 3 reflected, 3 reflected, 37 reflected, 3 reflected, 3 reflected, 7 reflected, 3 reflected, 3 reflected, 5 reflected, 3 reflected, 3 reflected (168 total damage).
The shield around Forest Troll Hedge-Wizard crumbles.
Forest Troll Hedge-Wizard hits Veil 30: Bear Knight for (0 ignored), 0 physical (0 total damage).
Veil 30: Bear Knight is no longer covered by shadows.
Veil 30: Bear Knight uses Shadow Veil?.
Veil 30: Bear Knight is covered in a veil of shadows!
Veil 30: Bear Knight performs a melee critical strike against Forest Troll Hedge-Wizard!
Bill the Stone Troll uses Infusion: Wild.
Bill the Stone Troll lessens the pain.
Veil 30: Bear Knight hits Bill the Stone Troll for 65 darkness, 2 nature, 2 physical, 15 darkness, 2 nature, 2 physical, 7 darkness, 2 nature, 2 physical, 29 darkness, 2 nature, 2 physical, 8 darkness, 2 nature, 2 physical, 5 darkness, 2 nature, 2 physical (156 total damage).
Veil 30: Bear Knight hits Forest Troll Hedge-Wizard for 70 darkness, 3 nature, 3 physical, 15 darkness, 3 nature, 3 physical, 7 darkness, 3 nature, 3 physical, 36 darkness, 3 nature, 3 physical, 14 darkness, 3 nature, 3 physical, 3 darkness, 3 nature, 3 physical (178 total damage).
Veil 30: Bear Knight hits Bill the Stone Troll for 47 darkness, 2 nature, 2 physical, 13 darkness, 2 nature, 2 physical, 7 darkness, 2 nature, 2 physical, 29 darkness, 2 nature, 2 physical, 5 darkness, 2 nature, 2 physical, 3 darkness, 2 nature, 2 physical (126 total damage).
Bill the Stone Troll activates his tree trunk!
Bill the Stone Troll misses Veil 30: Bear Knight.
Veil 30: Bear Knight hits Bill the Stone Troll for 40 darkness, 2 nature, 2 physical, 13 darkness, 2 nature, 2 physical, 5 darkness, 2 nature, 2 physical, 29 darkness, 2 nature, 2 physical, 6 darkness, 2 nature, 2 physical, 3 darkness, 2 nature, 2 physical (117 total damage).
Bill the Stone Troll uses Knockback.
Veil 30: Bear Knight resists the knockback!
Bill the Stone Troll hits Veil 30: Bear Knight for (4 mitigated), 65 physical (65 total damage).
Veil 30: Bear Knight the level 6 bear earth knight was impaled to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.