Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official 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:
Embers of Rage 1.6.7Official 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:
Better Item Description 1.6.6This 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 ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.7Official 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 | Krog |
Class | Mindslayer |
Level / Exp | 9 / 24% |
Size | big |
Lifes / Deaths | Killed by netherworm mass at level 9 on the 7th Mirth 122nd year of Ascendancy at 10:54 3 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 16 (base 11) |
Dexterity | 12 (base 10) |
Constitution | 12 (base 10) |
Magic | 8 (base 10) |
Willpower | 38 (base 33) |
Cunning | 24 (base 22) |
Resources
Life | 259/259 |
Psi | 128/128 |
Healing Factor | 1.0164835164835 |
Regeneration | 0.25412087912088 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 23.599459836163 |
See Invisible | 23.599459836163 |
Offense: Mainhand
Damage | 13 |
Accuracy | 28 |
Crit Chance | 5% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Cold | +10% |
Lightning | +10% |
Fire | +5% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 0 |
Physical Save | 9 |
Spell Save | 16 |
Mental Save | 28 |
Defense: Resistances
Nature | + 17%( 70%) |
Lightning | + 16%( 70%) |
Light | + 13%( 70%) |
Cold | + 21%( 70%) |
Blight | + 16%( 70%) |
Acid | + 26%( 70%) |
Fire | + 56%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Poison Resistance | 23% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
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 100 life over 5 turns. |
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
Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | 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 |
Equipment
Psionic focus | iron greatmaul of daylight (20-30 power, 1 apr) iron greatmaul of daylight (20-30 power, 1 apr)5.0 T1 greatmaul 1H weapon [Ego] Arcane Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 light Against +12% Undead Massive two-handed mauls. |
Light source | brass lantern 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 | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)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 31.93 to 95.78 lightning damage (63.85 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On feet | pair of rough leather boots 'Rainsquall' (0 def, 1 armour) pair of rough leather boots 'Rainsquall' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Resists +5% fire +6% light +5% cold A pair of boots made of leather. |
Tool | soothing elm totem of summon tentacle [power 100] (25 cooldown) soothing elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 110 Armor: 2 All Resist: 0 Puts all charms on 25 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
On fingers | warrior's copper ring of corrosion (+20%) warrior's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +4 Resists +20% acid Rings can have magical properties. |
Around neck | cleansing copper amulet of dexterity (+3) cleansing copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex ----- def ----- Resists +11% nature +10% blight Poison- +23% Disease- +20% Amulets can have magical properties. |
In main hand | hateful iron greatmaul (17-25.5 power, 1 apr) hateful iron greatmaul (17-25.5 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Psionic Power 17.0 - 25.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 darkness Against +9% Living Massive two-handed mauls. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 40.68 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. |
Around waist | blurring rough leather belt blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+9 eff.) Stealth +5 A belt that goes around your waist. |
Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | mindwoven linen robe (0 def, 0 armour) mindwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
iron greatsword (14.5-23.2 power, 1 apr) iron greatsword (14.5-23.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 14.5 - 23.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword (16-25.6 power, 1 apr) iron greatsword (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
mossy mindstar (3-3.3 power, 12 apr, mind damage) mossy mindstar (3-3.3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Mind 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% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind 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% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +5% cold ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
6 agate 6 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. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (1/1) 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. |
Achievements
Log
how come mom lets you have 3 swords hits Netherworm mass for 6 healing, 10 healing, 26 healing (0 total damage) [41 healing].
Netherworm mass leeches life from how come mom lets you have 3 swords!
how come mom lets you have 3 swords hits Netherworm mass for 6 healing, 10 healing, 20 healing (0 total damage) [36 healing].
Netherworm mass hits how come mom lets you have 3 swords for (4 to psi shield), 6 temporal, 9 darkness, 18 darkness (33 total damage).
How come mom lets you have 3 swords's Beyond the Flesh misses Netherworm mass.
how come mom lets you have 3 swords hits Netherworm mass for 16 lightning damage.
how come mom lets you have 3 swords hits Netherworm mass for 16 lightning damage.
how come mom lets you have 3 swords hits Netherworm mass for 16 lightning damage.
how come mom lets you have 3 swords hits Netherworm mass for 20 physical, 10 darkness, 37 fire, 9 physical, 9 fire (86 total damage).
Netherworm mass leeches life from how come mom lets you have 3 swords!
Netherworm mass hits how come mom lets you have 3 swords for (3 to psi shield), 5 temporal, 8 darkness, 26 darkness (39 total damage).
how come mom lets you have 3 swords hits Netherworm mass for 5 healing, 9 healing, 28 healing (0 total damage) [43 healing].
Netherworm mass leeches life from how come mom lets you have 3 swords!
how come mom lets you have 3 swords hits Netherworm mass for 6 healing, 10 healing, 22 healing (0 total damage) [38 healing].
Netherworm mass hits how come mom lets you have 3 swords for (4 to psi shield), 6 temporal, 9 darkness, 21 darkness (36 total damage).
how come mom lets you have 3 swords the level 9 krog mindslayer was swallowed by the void to death by a netherworm mass on level 4 of Scintillating Caves.
You have 3 life(s) left.
How come mom lets you have 3 swords deactivates Thermal Aura.
How come mom lets you have 3 swords deactivates Beyond the Flesh.
How come mom lets you have 3 swords deactivates Skate.
How come mom lets you have 3 swords deactivates Kinetic Aura.
How come mom lets you have 3 swords is no longer attuned.
How come mom lets you have 3 swords deactivates Augmentation.
How come mom lets you have 3 swords deactivates Kinetic Shield.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Netherworm mass killed how come mom lets you have 3 swords!
Saving game...
Saving done.