






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Adventurer |
Level / Exp | 1 / 3% |
Size | medium |
Lifes / Deaths | no deaths recorded 1 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 23 (base 22) |
Dexterity | 23 (base 22) |
Constitution | 22 (base 22) |
Magic | 23 (base 22) |
Willpower | 23 (base 22) |
Cunning | 22 (base 22) |
Resources
Mana | 165/165 |
Equilibrium | 0 |
Psi | 113/113 |
Life | 148/148 |
Positive | 45/50 |
Stamina | 132/132 |
Soul | 10/10 |
Healing Factor | 0.59375 |
Regeneration | 0.1484375 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 6 |
See Stealth | 34.412867251835 |
See Invisible | 34.412867251835 |
Offense: Mainhand
Damage | 22 |
Accuracy | 24 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 24 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 3 (47.820069204152%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 16 |
Mental Save | 15 |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 60 life over 5 turns. |
Class Talents
Spell / Animus | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Aegis | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
Main armor | ![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
On hands | ![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
In main hand | ![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 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 and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() iron greatsword (15-24 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() elm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
![]() rough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
![]() elm magestaff (10-12 power, 2 apr, fire element) Requires: - Magic 11 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: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() iron shield (4 def, 2 armour, 20.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
![]() iron shield (4 def, 2 armour, 17 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
![]() quiver of elm arrows (18/18, 15.5-21.7 power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 Arrows are used with bows to pierce your foes to death. |
![]() scorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Light radius: +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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), costing 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. |
![]() pouch of iron shots (16/16, 13.5-16.2 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
Achievements
Log
Psyrann wears: iron dagger (10.5-13.65 power, 5 apr).
Psyrann wears (offslot): iron dagger (10-13 power, 5 apr).
Psyrann wears (replacing iron dagger (10.5-13.65 power, 5 apr)): iron longsword (11.5-16.1 power, 2 apr).
Psyrann wears (replacing iron dagger (10-13 power, 5 apr)): iron longsword (11.5-16.1 power, 2 apr).
Psyrann can not wear (in main hand): iron greatsword (15-24 power, 1 apr) (cannot use currently due to an other worn object).
Psyrann wears (replacing iron longsword (11.5-16.1 power, 2 apr)): mossy mindstar (3-3.3 power, 12 apr, nature damage).
Psyrann wears (replacing mossy mindstar (3-3.3 power, 12 apr, nature damage)): iron longsword (11.5-16.1 power, 2 apr).
You gain 0.02 gold from the transmogrification of linen robe (0 def, 0 armour).
You gain 0.25 gold from the transmogrification of iron gauntlets (0 def, 1 armour).
You gain 0.25 gold from the transmogrification of iron dagger (10-13 power, 5 apr).
You gain 0.25 gold from the transmogrification of iron dagger (10.5-13.65 power, 5 apr).
You gain 0.25 gold from the transmogrification of mossy mindstar (2.5-2.75 power, 12 apr, nature damage).
You gain 0.25 gold from the transmogrification of mossy mindstar (3-3.3 power, 12 apr, nature damage).
Your antimagic disrupts manasurge rune (600% regen over 10 turns; 30 instant mana).
Ran for 2 turns (stop reason: hostile spotted to the east (giant white rat)).
Psyrann picks up (k.): scorching brass lantern.
The spell fizzles.
The spell fizzles.
The spell fizzles.
The spell fizzles.