









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Better Item Description 1.7.4This 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 1.7.4Official Expansion!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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Cursed |
| Level / Exp | 11 / 33% |
| Size | small |
| Lifes / Deaths | Killed by Lisymira the forest troll at level 9 on the 7th Flare 122nd year of Ascendancy at 01:53 1 / 4Killed by arcane crystal at level 10 on the 8th Flare 122nd year of Ascendancy at 09:58 Killed by Bill the Stone Troll at level 11 on the 10th Flare 122nd year of Ascendancy at 00:26 Killed by Jlep the Wretch at level 11 on the 10th Flare 122nd year of Ascendancy at 01:08 |
Primary Stats
| Strength | 22 (base 25) |
| Dexterity | 28 (base 25) |
| Constitution | 9 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 30 (base 22) |
| Cunning | 21 (base 10) |
Resources
| Life | 250/250 |
| Hate | 100/100 |
| Healing Factor | 0.91514922164462 |
| Regeneration | 0.22878730541116 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 40 |
| Crit Chance | 7% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 40 |
| Crit Chance | 7% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Lightning | +9% |
| Acid | +11% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 6 (38.594633868923%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 14 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Nature | + 16%( 70%) |
| Lightning | + 27%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 35% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 70% |
| Pinning Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Willpower 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Effects
Quests
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
Equipment
| On feet | Blastravage the pair of rough leather boots (Nightmares) (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +3 Resists +6% nature +3% cold Die.at -20.00 life Teleport- +10% ---------- misc Infravis +2 Curse of Nightmares A pair of boots made of leather. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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 | iron helm of constitution (+2) (Nightmares) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On fingers | marksman's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% acid Acc +6 (+2 eff.) ----- def ----- Resists +22% acid Rings make your fingers look great! |
| Around neck | grounding steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | iron dagger of massacre (Madness) (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Curse of Madness Sharp, short and deadly. |
| On hands | Sludgegrip (Nightmares) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 Curse of Nightmares These gloves are coated with a thick, green liquid. |
| In off hand | iron dagger of erosion (Nightmares) (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature Curse of Nightmares Sharp, short and deadly. |
| Cloak | resilient linen cloak (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (Corpses) (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+7 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Curse of Corpses Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 40.83 to 122.50 lightning damage (81.66 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
balanced iron battleaxe of massacre (Shrouds) (24-37 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 24.5 - 36.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +29% Curse of Shrouds Massive two-handed battleaxes. |
mindwoven linen wizard hat of lightning (+15%) (Misfortune) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning ---------- misc Psi/turn +0.10 Curse of Misfortune A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of strength (+3) (Misfortune) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+10 eff.) Curse of Misfortune A cap made of leather. |
iron mail armour (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Curse of Nightmares A suit of armour made of mail. |
quiver of elm arrows (15/15, 16-22 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 15.5 - 21.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 15 Arrows are used with bows to pierce your foes to death. |
4 agate0.0 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
5 ametrine0.0 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Jlep the Wretch the Yeek Cursed level 10
8th Flare 122nd year of Ascendancy at 09:48 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Jlep the Wretch the Yeek Cursed level 11
10th Flare 122nd year of Ascendancy at 01:08 see stats
Log
Jlep the Wretch uses Infusion: Wild.
Jlep the Wretch's armour is more intact.
Jlep the Wretch is cured!
Jlep the Wretch lessens the pain.
You feel your rampage slowing down. (-1 duration)
Jlep the Wretch uses Frenzy.
You feel your rampage slowing down. (-1 duration)
Jlep the Wretch hits Bill the Stone Troll for 13 physical, 6 physical, 4 nature, 15 physical, 7 physical, 4 nature, 13 physical, 6 physical, 4 nature, 15 physical, 6 physical, 4 nature (98 total damage).
Bill the Stone Troll hits Jlep the Wretch for 92 physical damage.
Jlep the Wretch the level 11 yeek cursed was chopped into tiny pieces to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.
Bill the Stone Troll is no longer being stalked by Jlep the Wretch.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Bill the Stone Troll killed Jlep the Wretch!
Saving game...
Resting starts...
Talent Harass Prey is ready to use.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Savage Hunter is ready to use.
Talent Frenzy is ready to use.
Talent Infusion: Wild is ready to use.
Talent Rampage is ready to use.
Rested for 22 turns (stop reason: all resources and life at maximum).
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!




































































