










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Everyone Options 1.4.5Starts characters off with category points instead of categories known. Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 1.6.0Official 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:
Forbidden Cults 1.6.0Official 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 | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 15 / 42% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 78th Pyre 122nd year of Ascendancy at 13:11 0 / 6Killed by Belylaith the white wolf at level 13 on the 19th Dusk 122nd year of Ascendancy at 03:51 Killed by Belylaith the white wolf at level 13 on the 19th Dusk 122nd year of Ascendancy at 04:40 Killed by Assassin Lord at level 13 on the 23rd Dusk 122nd year of Ascendancy at 16:34 Killed by Xanobeth the netherworm mass at level 15 on the 43rd Dusk 122nd year of Ascendancy at 23:42 Killed by Yvylaith the multi-hued drake hatchling at level 15 on the 47th Dusk 122nd year of Ascendancy at 06:08 |
Primary Stats
Strength | 1 (base 12) |
Dexterity | 1 (base 12) |
Constitution | 18 (base 31) |
Magic | 42 (base 38) |
Willpower | 13 (base 12) |
Cunning | 15 (base 12) |
Resources
Life | 0/336 |
Mana | 101/139 |
Negative | 8/57 |
Positive | 77/82 |
Healing Factor | 0.70307029356318 |
Regeneration | 34.519131234508 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
See Stealth | 9.0709234956473 |
See Invisible | 9.0709234956473 |
Offense: Mainhand
Damage | 14 |
Accuracy | 6 |
Crit Chance | 4% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +32% |
Light | +20% |
Darkness | +13% |
Blight | +14% |
Physical | +3% |
Fire | +6% |
Cold | +10% |
Offense: Damage Penetration
Fire | +10% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 0 |
Ranged Defense | 5 |
Fatigue | 0 |
Physical Save | 6 |
Spell Save | 21 |
Mental Save | 22 |
Defense: Resistances
Lightning | + 53%( 70%) |
Light | + 36%( 70%) |
Cold | + 27%( 70%) |
Fire | + 20%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 5% |
Bleed Resistance | 40% |
Pinning Resistance | 30% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 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 600% for 10 turns (15 total) and instantly restoring 30 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: 13 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 / Grave | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Air | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Celestial / Eclipse | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Thunderstorm |
talent | Corona |
talent | Feather Wind |
talent | Hymn of Detection |
talent | Hymn Nocturnalist |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target's spellpower has been increased by 9. Spellsurge |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 15. Illness |
beneficial effect | The target has 47 increased life regeneration. Recovery |
detrimental effect | The target is infected by a disease, doing 18.22 blight damage per turn and reducing healing received by 56%. EpidemicEach non-disease blight damage done to it will spread the disease. |
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 successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed green worm. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed chunk of ghoul flesh. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Cun +2 Con dps ---------- Res.pen +5% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 12 ----- def ----- Armour +1 Resists +12% fire Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 100% 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. A pair of boots made of leather. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 11.90 to 35.71 lightning damage (23.81 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +22% Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) S.pwr/crit +3 Dmg.mod +9% blight +6% fire +10% light Res.pen +5% fire ---------- misc Infravis +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 7 physical Dmg.mod +3% physical Acc +11 (+10 eff.) ----- def ----- Armour +7 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+2 eff.) Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +9% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Wil +2 Mag ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% 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 | ![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Heal.mod +10% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+0 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+0 eff.) Mind.save +5 (+2 eff.) Confus- +21% Rings can have magical properties. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +11 (+4 eff.) Dmg.mod +10% temporal ---------- misc Mana/turn +0.11 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +12% cold Res.pen +5% physical Acc +10 (+9 eff.) ----- def ----- Resists +7% all +18% cold Die.at -20.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() 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 Reqn the Cornac Adventurer level 10
7th Mirth 122nd year of Ascendancy at 10:14 see stats
By Reqn the Cornac Adventurer level 14
23rd Dusk 122nd year of Ascendancy at 21:29 see stats
By Reqn the Cornac Adventurer level 11
2nd Flare 122nd year of Ascendancy at 07:41 see stats
By Reqn the Cornac Adventurer level 11
5th Flare 122nd year of Ascendancy at 01:34 see stats
Log
Reqn hits Yvylaith the multi-hued drake hatchling for (2 to psi shield), 4 lightning (4 total damage).
Thunderstorm hits Yvylaith the multi-hued drake hatchling for (3 to psi shield), 5 lightning (5 total damage).
Hymn of Detection hits Yvylaith the multi-hued drake hatchling for (2 to psi shield), 4 darkness (4 total damage).
Epidemic from Yvylaith the multi-hued drake hatchling hits Reqn for 11 blight damage.
Reqn is recovering from the damage!
Melee retaliation hits Yvylaith the multi-hued drake hatchling for (2 to psi shield), 3 darkness, (2 to psi shield), 3 blight (6 total damage).
Yvylaith the multi-hued drake hatchling hits Reqn for 14 physical, 10 physical, 7 fire, 30 acid (61 total damage).
Reqn is afflicted by a crippling illness!
Yvylaith the multi-hued drake hatchling casts Epidemic.
Melee retaliation hits Yvylaith the multi-hued drake hatchling for (2 to psi shield), 3 darkness, (2 to psi shield), 3 blight (6 total damage).
Yvylaith the multi-hued drake hatchling's Beyond the Flesh hits Reqn for 12 physical, 6 blight, 10 physical, 7 fire (35 total damage).
Reqn hits Yvylaith the multi-hued drake hatchling for (2 to psi shield), 4 lightning (4 total damage).
Talent Rune: Manasurge is ready to use.
Talent Chill of the Tomb is ready to use.
Talent Dig is ready to use.
Thunderstorm hits Yvylaith the multi-hued drake hatchling for (2 to psi shield), 3 lightning (3 total damage).
Hymn of Detection hits Yvylaith the multi-hued drake hatchling for (3 to psi shield), 4 darkness (4 total damage).
Epidemic from Yvylaith the multi-hued drake hatchling hits Reqn for 11 blight damage.
Yvylaith the multi-hued drake hatchling uses Mindlash.
Yvylaith the multi-hued drake hatchling hits Reqn for 51 physical damage.
Reqn hits Yvylaith the multi-hued drake hatchling for (2 to psi shield), 4 lightning (4 total damage).
Reqn's spell attains critical power!
Thunderstorm hits Yvylaith the multi-hued drake hatchling for (6 to psi shield), 9 lightning (9 total damage).
Hymn of Detection hits Yvylaith the multi-hued drake hatchling for (2 to psi shield), 4 darkness (4 total damage).
Epidemic from Yvylaith the multi-hued drake hatchling hits Reqn for 11 blight damage.
Yvylaith the multi-hued drake hatchling's spell attains critical power!
Melee retaliation hits Yvylaith the multi-hued drake hatchling for (2 to psi shield), 3 darkness, (2 to psi shield), 3 blight (6 total damage).
Yvylaith the multi-hued drake hatchling hits Reqn for 10 physical, 10 physical, 7 fire, 46 acid (72 total damage).
Saving game...