










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! Possessor Bonus Class 1.7.4Donators/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:
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.
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!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:
Ignore Race/Class Locks 1.7.0Modifies 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Sun Paladin |
Level / Exp | 13 / 31% |
Size | medium |
Lifes / Deaths | Killed by grannor'vor at level 5 on the 19th Voratun 122nd year of Ascendancy at 17:58 0 / 5Killed by Unolur the halfling at level 7 on the 1st Acquisition 122nd year of Ascendancy at 15:58 Killed by orc blood mage at level 13 on the 38th Dearth 122nd year of Ascendancy at 02:51 Killed by Ararewen the losselhing at level 13 on the 38th Dearth 122nd year of Ascendancy at 05:32 Killed by Garata the luminous horror at level 13 on the 38th Dearth 122nd year of Ascendancy at 06:26 |
Primary Stats
Strength | 41 (base 34) |
Dexterity | 12 (base 10) |
Constitution | 18 (base 11) |
Magic | 44 (base 33) |
Willpower | 27 (base 10) |
Cunning | 23 (base 10) |
Resources
Life | -103/466 |
Positive | 26/86 |
Stamina | 148/188 |
Healing Factor | 1.1211363549267 |
Regeneration | 2.5225567985851 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 61 |
Accuracy | 42 |
Crit Chance | 27% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Blight | +11% |
Arcane | +25% |
Cold | +25% |
All | 0% |
Lightning | +25% |
Light | +7% |
Darkness | +7% |
Fire | +25% |
Mind | +3% |
Offense: Damage Penetration
Lightning | +25% |
Mind | +5% |
Arcane | +25% |
Cold | +25% |
Fire | +25% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 11 |
Physical Save | 25 |
Spell Save | 22 |
Mental Save | 33 |
Defense: Resistances
Lightning | + 18%( 70%) |
Temporal | + 10%( 70%) |
Physical | + 3%( 70%) |
Mind | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Strength 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
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +3 ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 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 | ![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +7 Melee Ret 6 cold ----- def ----- Armour +8 Defense +9 (+7 eff.) Resists +6% lightning Mind.save +6 (+3 eff.) HP.reg +2.00 Heal.mod +5% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 117% 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. Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +7.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Dmg.mod +3% mind Apr +2 Melee Ret 4 lightning ----- def ----- Resists +9% mind ---------- misc Max.stam +10.00 Massive two-handed battleaxes. |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Phys.pwr +15 (+5 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +4 Resists +3% physical Phys.save +10 (+5 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life Disarm- +22% 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. |
Main armor | ![]() 9.0 T1 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +3 Str +4 Dex +3 Mag +8 Wil +7 Cun ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Mind.save +11 (+5 eff.) Max.HP +35.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +1 Mag +4 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 5 light 9 darkness Dmg.mod +3% acid +6% blight +7% darkness +7% light Res.pen +5% mind On Melee Ret: * 6% chance to reduce damage dealt by 14% * 6% chance to blind ---------- misc Mana/turn +0.16 Mana/s.crit +1.00 Amulets make your neck look great! |
Inventory
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 10 acid 9 fire Melee Ret 8 acid 8 fire ----- def ----- Armour +8 Defense +8 (+7 eff.) Fatigue +12% Resists +12% acid +10% fire Mind.save +10 (+5 eff.) A suit of armour made of mail. |
![]() 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 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: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By Sunlaria the Dwarf Sun Paladin level 9
15th Dearth 122nd year of Ascendancy at 16:07 see stats
By Sunlaria the Dwarf Sun Paladin level 10
28th Dearth 122nd year of Ascendancy at 10:14 see stats
By Sunlaria the Dwarf Sun Paladin level 5
18th Voratun 122nd year of Ascendancy at 20:04 see stats
Log
Sunlaria performs a melee critical strike against Ararewen the losselhing!
Ararewen the losselhing is crippled.
Ararewen the losselhing damages himself through Martyrdom!
Melee retaliation hits Sunlaria for 28 cold damage.
Weapon of Wrath hits Ararewen the losselhing for 44 fire, 41 cold, 44 lightning, 44 arcane (174 total damage).
Sunlaria hits Ararewen the losselhing for 49 fire, 46 cold, 49 lightning, 49 arcane, 6 fire, 6 cold, 6 lightning, 6 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane (234 total damage).
Garata the luminous horror casts Moonlight Ray.
Garata the luminous horror hits Sunlaria for 153 darkness damage.
Sunlaria deactivates Second Life.
Sunlaria has been healed by a blast of positive energy!
Garata the luminous horror's light area effect hits Sunlaria for 0 light damage.
Sunlaria receives 118 healing.
Faeros hits Sunlaria for 19 fire, 4 healing (19 total damage) [4 healing].
Melee retaliation hits Faeros for 0 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 3 cold, 3 lightning, 3 arcane, 1 fire, 3 cold, 3 lightning, 3 arcane, 0 fire, 2 cold, 2 lightning, 2 arcane (26 total damage).
Sunlaria is no longer pinned.
Sunlaria instinctively hardens her skin and ignores the attack!
Sunlaria repels an attack from Ararewen the losselhing.
Sunlaria uses Stunning Blow.
Ararewen the losselhing is stunned!
Ararewen the losselhing damages himself through Martyrdom!
Melee retaliation hits Sunlaria for 24 cold, 12 cold (36 total damage).
Weapon of Wrath hits Ararewen the losselhing for 44 fire, 41 cold, 44 lightning, 44 arcane (174 total damage).
Sunlaria hits Ararewen the losselhing for 14 fire, 13 cold, 14 lightning, 14 arcane, 6 fire, 6 cold, 6 lightning, 6 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 14 fire, 13 cold, 14 lightning, 14 arcane, 6 fire, 6 cold, 6 lightning, 6 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane (185 total damage).
Garata the luminous horror casts Firebeam.
Garata the luminous horror hits Sunlaria for 41 fire damage.
Garata the luminous horror casts Firebeam.
Garata the luminous horror's light area effect hits Sunlaria for 91 light damage.
Garata the luminous horror hits Sunlaria for 41 fire damage.
Sunlaria the level 13 dwarf sun paladin was jerkied to death by Garata the luminous horror on level 1 of Ruined Dungeon.