









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 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 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 15 / 14% |
Size | medium |
Lifes / Deaths | Killed by Assassin Lord at level 15 on the 8th Dusk 122nd year of Ascendancy at 15:00 / 1 |
Primary Stats
Strength | 14 (base 13) |
Dexterity | 11 (base 10) |
Constitution | 24 (base 20) |
Magic | 36 (base 34) |
Willpower | 31 (base 25) |
Cunning | 12 (base 12) |
Resources
Life | -4/315 |
Mana | 185/364 |
Healing Factor | 1.1082474226804 |
Regeneration | 24.49956553123 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 2 |
See Stealth | 6 |
See Invisible | 7 |
Offense: Mainhand
Damage | 11 |
Accuracy | 22 |
Crit Chance | 3% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +26% |
Acid | +24% |
Cold | +27% |
Blight | +23% |
Physical | +23% |
Fire | +37% |
All | +17% |
Offense: Damage Penetration
Cold | +5% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 7 |
Spell Save | 24 |
Mental Save | 14 |
Defense: Resistances
Acid | + 32%( 70%) |
Arcane | + 31%( 70%) |
Cold | + 32%( 70%) |
All | + 24%( 70%) |
Darkness | + 35%( 70%) |
Light | + 26%( 70%) |
Physical | + 32%( 70%) |
Mind | + 33%( 70%) |
Lightning | + 26%( 70%) |
Fire | + 34%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Blind Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 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 280 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: 16 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 820% for 10 turns (51 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shielding |
detrimental effect | The target is poisoned, taking 16.20 nature damage per turn. Deadly Poison |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target calls upon its inner resources, improving all damage by 17% and reducing all damage taken by 17%. Wrath of the Highborn |
detrimental effect | The target is on fire, taking 1.67 fire damage per turn. Burning |
beneficial effect | The target has 19 increased life regeneration. Recovery |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 15. Exposed |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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 ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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. | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +2 Resists +3% nature ---------- misc Infravis +1 A pair of boots made of leather. |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +5% cold Melee Ret 2 cold ----- def ----- Armour +2 Resists +12% mind +3% lightning HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +19.00 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. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +3% light +15% darkness +5% arcane A cap made of leather. |
Tool | ![]() 2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 374 Base Damage: 171 Armor: 0 All Resist: 2 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +23 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +15% fire Melee Ret 4 lightning ----- def ----- Resists +3% fire Phys.save +9 (+9 eff.) Spell.save +11 (+5 eff.) Mind.save +9 (+7 eff.) Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Main armor | ![]() 2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% acid +6% physical +7% cold +5% fire ----- def ----- Resists +11% acid +11% physical +11% cold +11% fire +7% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | ![]() 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +4 arcane While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Spell.pwr +5 (+3 eff.) Mind.pwr +2 (+1 eff.) Dmg.mod +6% blight ----- def ----- Resists +5% arcane Spell.save +2 (+1 eff.) ---------- misc Mana/turn +0.12 Max.mana +60.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Wil +1 Mag dps ---------- Res.pen +15% temporal Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce armor by 27% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+5 eff.) ---------- misc Light +5 See.Stealth +6 See.Invis +7 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
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Nature/Master/Psionic Power 74.5 - 111.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +12 cold +20 darkness +16 nature Against +20% Living While equipped: dps ---------- Dmg.mod +15% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
![]() 3.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +2 Wil +3 Cun dps ---------- Spell.crit +3% Dmg.mod +9% light Res.pen +15% light ----- def ----- Armour +5 Fatigue +3% Resists +9% lightning ---------- misc Mana/turn +0.27 Max.mana +28.00 Infravis +2 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 7.0 T1 shield armor Reqs - Shield usage training Str 16 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+0 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Random Unique] Arcane/Psionic Power 43.5 - 60.9 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +6.5% Capacity 23 Proj.spd +100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 51 damage On Crit: * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 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. |
![]() 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: Defense +4 (+0 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Armour +4 Resists +11% nature Crit.dmg- 10.00% Silence- +20% Confus- +10% Teleport- +10% Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 127 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 26 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Mo the Higher Archmage level 10
7th Mirth 122nd year of Ascendancy at 14:56 see stats
By Mo the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 16:18 see stats
By Mo the Higher Archmage level 9
2nd Mirth 122nd year of Ascendancy at 08:38 see stats
Log
Something hits Mo for 44 physical, 5 temporal, 26 physical (75 total damage).
Melee retaliation hits Cutpurse for 4 lightning, 2 cold, 2 arcane, 4 lightning, 2 cold, 2 arcane (16 total damage).
Cutpurse hits Mo for 27 physical, 20 physical, 6 nature, 6 mind (59 total damage).
LIFE LOST WARNING!
Mo uses Wrath of the Highborn.
Mo radiates power.
Mo casts Arcane Reconstruction.
Bandit performs a melee critical strike against Mo!
Bandit hits Mo for 49 physical, 15 physical (64 total damage).
Melee retaliation hits Bandit for 5 lightning, 3 cold, 2 arcane, 5 lightning, 3 cold, 2 arcane (18 total damage).
Mo receives 275 healing.
Cutpurse performs a melee critical strike against Mo!
Thief uses Disarm.
Mo is poisoned!
Mo is disarmed!
Thief hits Mo for 24 physical, 4 temporal, 9 physical (37 total damage).
Melee retaliation hits Thief for 5 lightning, 3 cold, 2 arcane, 5 lightning, 3 cold, 2 arcane (19 total damage).
Melee retaliation hits Cutpurse for 5 lightning, 3 cold, 2 arcane, 5 lightning, 3 cold, 2 arcane (18 total damage).
Cutpurse hits Mo for 25 physical, 16 physical, 5 nature, 5 mind (51 total damage).
Mo casts Phase Door.
Select a target to teleport...
Select a teleport location...
The targeted phase door fizzles and works randomly!
Assassin Lord casts Shadowstep.
Mo is recovering from the damage!
Assassin Lord performs a melee critical strike against Mo!
Mo is on fire!
Saving game...