Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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.
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Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 11 / 70% |
Size | big |
Lifes / Deaths | Killed by Isnz the onilug at level 11 on the 9th Dusk 122nd year of Ascendancy at 01:19 3 / 1 |
Primary Stats
Strength | 23 (base 11) |
Dexterity | 12 (base 11) |
Constitution | 23 (base 15) |
Magic | 46 (base 31) |
Willpower | 40 (base 31) |
Cunning | 20 (base 13) |
Resources
Life | 373/373 |
Mana | 230/230 |
Healing Factor | 1.1099022211821 |
Regeneration | 0.27747555529552 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 2 |
Infravision | 4 |
Offense: Mainhand
Damage | 23 |
Accuracy | 19 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Blight | +26% |
Arcane | +6% |
Cold | +26% |
All | 0% |
Darkness | +15% |
Physical | +7% |
Lightning | +26% |
Mind | +10% |
Fire | +26% |
Nature | +3% |
Offense: Damage Penetration
Mind | +20% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 18.013098464714 (30%) |
Defense | 20 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 28 |
Mental Save | 21 |
Defense: Resistances
Blight | + 19%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 35%( 70%) |
All | + 9%( 70%) |
Lightning | + 14%( 70%) |
Temporal | + 14%( 70%) |
Physical | + 11%( 70%) |
Fire | + 18%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Pinning Resistance | 80% |
Disarm Resistance | 20% |
Knockback Resistance | 22% |
Stun Resistance | 29% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 45% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 194 life over 5 turns. Its effects scale with your Constitution stat. |
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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (52 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 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.50 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Feather Wind |
talent | Arcane Power |
talent | Arcane Shield |
talent | Phantasmal Shield |
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 lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
Escort the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair) | active |
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one storm wyrm claw. I recommend severing one of their 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 |
Equipment
On feet | pair of rough leather boots 'Snowtooth' (0 def, 4 armour) pair of rough leather boots 'Snowtooth' (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Wil / +7 Con Changes resistances: +3% cold Changes damage: +3% cold Infravision radius: +2 A pair of boots made of leather. |
Light source | Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 32.01 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
On head | linen wizard hat 'Armadur' (11 def, 0 armour) linen wizard hat 'Armadur' (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+6 eff.) Changes resistances: +11% blight / +6% temporal Changes damage: +11% blight Silence immunity: +10% Maximum life: +20.00 A pointy cloth hat, very wizardly... |
Tool | The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | warrior's copper ring of power warrior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +7 (+2 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
On fingers | copper ring 'Gawe' copper ring 'Gawe'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 34% Changes resistances: +2% physical Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +23.00 Maximum stamina: +10.00 Rings make your fingers look great! |
Around waist | rough leather belt 'Cloudstrider' rough leather belt 'Cloudstrider'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Damage when hit (Melee): 10 mind Changes resistances: +6% nature Changes damage: +3% lightning Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | ash vilestaff 'Murksnake' (15-18 power, 3 apr, acid element) ash vilestaff 'Murksnake' (15-18 power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Changes resistances penetration: +20% mind / +5% nature Changes damage: +15% acid / +15% darkness / +15% blight / +15% fire / +3% nature Talent granted: +1 Command Staff Critical mult.: +11.00% Mana each turn: +0.13 Maximum mana: +40.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 51.50 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | stormwoven woollen robe of frost (+6%) (0 def, 0 armour) stormwoven woollen robe of frost (+6%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +6% lightning / +23% cold / +9% all Changes damage: +7% lightning / +7% physical / +17% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Wildquick the linen cloak (1 def, 0 armour) Wildquick the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 8 nature Changes stats: +1 Str / +1 Cun / +1 Con Changes resistances: +3% nature / +3% 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 | serendipitous copper amulet of strength (+6) serendipitous copper amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+3 eff.) Changes stats: +6 Lck / +3 Str Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
Inventory
copper ring of blight (+10%) copper ring of blight (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Rings make your fingers look great! |
lifebinding elm magestaff of illumination (10-12 power, 2 apr, fire element) lifebinding elm magestaff of illumination (10-12 power, 2 apr, fire element)Requires: - Magic 11 Infused by nature 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: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +4 Con Changes damage: +10% fire Talent granted: +1 Command Staff Life regen: +0.50 Spellpower: +7 (+2 eff.) Spell crit. chance: +1% Light radius: +2 Healing mod.: +11% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 116.22 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 141.33 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Gloryma the linen robe (0 def, 0 armour) Gloryma the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +24% lightning / +3% temporal / +7% all Changes damage: +12% lightning Mental save: +6 (+3 eff.) Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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. |
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. |
Achievements
By Bloo the Higher Archmage level 10
4th Mirth 122nd year of Ascendancy at 10:58 see stats
By Bloo the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 15:50 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 38 turns (stop reason: at exit).
You gain 6.41 gold from the transmogrification of Camileretir the Brightspar (dig speed 30 turns).
You gain 8.25 gold from the transmogrification of Brightwisp the iron pickaxe (dig speed 36 turns).
You gain 6.40 gold from the transmogrification of Infernopiety the iron helm (0 def, 3 armour).
You gain 1.19 gold from the transmogrification of spellwoven linen wizard hat (1 def, 0 armour).
You gain 0.10 gold from the transmogrification of linen wizard hat (1 def, 0 armour).
You gain 6.94 gold from the transmogrification of Healoath the linen wizard hat (1 def, 0 armour).
You gain 5.58 gold from the transmogrification of Barandil (0 def, 1 armour).
You gain 10.19 gold from the transmogrification of Beturin the Firenaught (0 def, 1 armour).
You gain 0.83 gold from the transmogrification of enveloping linen cloak (8 def, 0 armour).
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 2.39 gold from the transmogrification of radiant iron plate armour of acid resistance (0 def, 7 armour).
You gain 8.33 gold from the transmogrification of iron plate armour 'Infernoscar' (0 def, 7 armour).
You gain 1.37 gold from the transmogrification of cleansing rough leather armour of fire resistance (3 def, 2 armour).
You gain 0.93 gold from the transmogrification of shocking iron shield of cold resistance (+15%) (0 def, 2 armour, 17 block).
You gain 9.71 gold from the transmogrification of Corruptionhue the quiver of elm arrows (16/16, 14-20 power, 5 apr).
You gain 1.85 gold from the transmogrification of nature's vined mindstar of clarity (5-6 power, 18 apr, nature damage).
You gain 5.69 gold from the transmogrification of stormbringer's steel dagger of erosion (10-14 power, 6 apr).
You gain 2.07 gold from the transmogrification of hateful steel dagger of massacre (18-23 power, 6 apr).
You gain 1.82 gold from the transmogrification of thought-forged iron waraxe (11-15 power, 2 apr).
You gain 10.38 gold from the transmogrification of Scabpierce (12-17 power, 2 apr).
You gain 8.58 gold from the transmogrification of Zubuthra the Bleakdeath (13-20 power, 1 apr).
You gain 9.69 gold from the transmogrification of copper ring 'Halohell'.
You gain 1.50 gold from the transmogrification of wild infusion of the titan (res 20%; magical; dur 4; cd 16).
There is a way to the previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)