










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Ignore Race/Class Locks 1.1.0Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Better Item Description 1.5.10This 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 Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 10 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Beledhebeth the rattlesnake at level 9 on the 15th Dusk 122nd year of Ascendancy at 00:13 2 / 2Killed by Emelinne the elven guard at level 10 on the 19th Dusk 122nd year of Ascendancy at 00:52 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 38 (base 34) |
| Constitution | 14 (base 10) |
| Magic | 19 (base 15) |
| Willpower | 13 (base 10) |
| Cunning | 19 (base 18) |
Resources
| Life | 330/330 |
| Mana | 169/169 |
| Stamina | 134/134 |
| Healing Factor | 1.0326086956522 |
| Regeneration | 0.25815217391304 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 37 |
| Crit Chance | 12% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 37 |
| Crit Chance | 11% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 20 |
| Ranged Defense | 24 |
| Fatigue | 10 |
| Physical Save | 9 |
| Spell Save | 11 |
| Mental Save | 11 |
Defense: Resistances
| Lightning | + 5%( 70%) |
| Temporal | + 10%( 70%) |
| Nature | + 3%( 70%) |
| Fire | + 19%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 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 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 195 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
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. | done |
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lone alchemist from death by dredgling. Escort: lone alchemist (level 2 of Scintillating Caves) | failed |
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 Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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 |
Equipment
| On feet | Veletha (9 def, 6 armour)3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Phys.pwr +2 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Fatigue +3% Resists +5% lightning +10% temporal +3% nature +9% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Max.HP +42.00 ---------- misc Light +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 | insulating rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold A cap made of leather. |
| Tool | tentacled elm totem of thorny skin [power 16] (12/20 cooldown)2.0 T1 totem charm [Ego+] Nature While equipped: ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On hands | rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 A belt that goes around your waist. |
| In main hand | flaming steel dagger of massacre (19-24.7 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 19.0 - 24.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +6 fire Sharp, short and deadly. |
| Main armor | rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
| In off hand | arcing iron dagger of massacre (16-20.8 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 16.0 - 20.8 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
Inventory
wild infusion of the psychic (resist 13%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Helatharosus the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Spell.crit +2% Dmg.mod +6% arcane Res.pen +20% blight +5% arcane Melee Ret 12 blight ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+6 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Pyremark the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +20% Dmg.mod +12% arcane Melee Ret 16 fire ----- def ----- Armour +1 Fatigue +1% Resists +9% fire A pair of boots made of leather. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap 'Flashnigh' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +15% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +3% temporal Spell.save +6 (+6 eff.) A cap made of leather. |
73 alchemist agate0.0 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. |
iron pickaxe 'Layiressra' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Cun dps ---------- Crit.mult +6.00% Phys.pwr +2 (+1 eff.) Dmg.mod +3% temporal Acc +4 (+1 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 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. |
overpowered steel torque of thermal psionic shield [power 73] (12/29 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 73 for 7 turns Puts all charms on 29 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of kinetic psionic shield [power 65] (12/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 65 for 7 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 15] (12/20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of cure ailments [power 1] (12/13 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
quick elm wand of trap destruction [power 16] (12/12 cooldown)2.0 T1 wand charm [Ego] Arcane Disarm traps (16 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 zircon0.0 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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By EXTERMINATOR the Shalore Shadowblade level 10
18th Dusk 122nd year of Ascendancy at 02:08 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By EXTERMINATOR the Shalore Shadowblade level 7
4th Flare 122nd year of Ascendancy at 00:05 see stats
Log
Weakness Disease from Glossra the mean looking elven guard hits EXTERMINATOR for 22 blight damage.
Decrepitude Disease from Glossra the mean looking elven guard hits EXTERMINATOR for 22 blight damage.
--------------------------------
Glossra the mean looking elven guard uses Bleeding Edge.
Glossra the mean looking elven guard performs a melee critical strike against EXTERMINATOR's summoned tentacle!
As EXTERMINATOR's summoned tentacle falls you notice that EXTERMINATOR seems to shudder in pain!
Emelinne the elven guard casts Channel Staff.
Emelinne the elven guard's spell attains critical power!
Glossra the mean looking elven guard hits EXTERMINATOR's summoned tentacle for 125 physical, 4 nature (130 total damage).
EXTERMINATOR slows down.
EXTERMINATOR is less thorny now.
Weakness Disease from Glossra the mean looking elven guard hits EXTERMINATOR for 22 blight damage.
Decrepitude Disease from Glossra the mean looking elven guard hits EXTERMINATOR for 22 blight damage.
EXTERMINATOR shrugs off the critical damage!
Emelinne the elven guard's Channel Staff hits EXTERMINATOR for 38 cold damage.
EXTERMINATOR the level 10 shalore shadowblade was chilled to death by Emelinne the elven guard on level 2 of Rhaloren Camp.
--------------------------------
You have 2 life(s) left.
EXTERMINATOR is no longer cursed.
EXTERMINATOR is moving less freely.
EXTERMINATOR is no longer cursed.
EXTERMINATOR is free from the weakness disease.
EXTERMINATOR is free from the decrepitude disease.
EXTERMINATOR deactivates Shadow Combat.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Emelinne the elven guard's Channel Staff killed EXTERMINATOR!
Saving done.



















































































