










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
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:
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 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:
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 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 | Madness Roguelike |
Sex | Female |
Race | Thalore |
Class | Rogue |
Level / Exp | 13 / 9% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 26 (base 22) |
Dexterity | 25 (base 22) |
Constitution | 23 (base 22) |
Magic | 20 (base 22) |
Willpower | 23 (base 22) |
Cunning | 23 (base 22) |
Resources
Life | 500482/500482 |
Stamina | 158/158 |
Healing Factor | 1.1099022211821 |
Regeneration | 888.19925250098 |
Speed
Mental | +900% |
Attack | +900% |
Movement | +900% |
Spell | +900% |
Global | +1100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 10 |
See Stealth | 55.231280819614 |
See Invisible | 55.231280819614 |
Offense: Mainhand
Damage | 1125 |
Accuracy | 41 |
Crit Chance | 22% |
APR | 32 |
Speed | 0.10 |
Offense: Offhand
Damage | 964 |
Accuracy | 41 |
Crit Chance | 22% |
APR | 32 |
Speed | 0.10 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 5% |
Speed | 0.1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 7% |
Speed | 0.1 |
Offense: Damage Bonus
Fire | +9% |
Darkness | +5% |
Offense: Damage Penetration
Mind | +20% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 10 (51.69962066283%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 15 |
Mental Save | 16 |
Defense: Resistances
Blight | + 22%( 70%) |
Cold | + 11%( 70%) |
All | + 5%( 70%) |
Darkness | + 27%( 70%) |
Light | + 22%( 70%) |
Lightning | + 7%( 70%) |
Mind | + 13%( 70%) |
Fire | + 17%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Poison Resistance | 36% |
Blind Resistance | 29% |
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) Won't Break Stealth: 100% 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
Technique / Duelist | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.50 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.50 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Effects
talent | Apply Poison |
beneficial effect | Increases defense by 13. Mobile Defense |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 5 Net Damage: 1515 - 2121 Accuracy: 54 (knife) APR: 34 Crit Chance: +22% Crit mult: 185% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 53% chance to deflect up to 104 damage from the next 2.2 attack(s). Parried attacks cannot crit. Parrying |
Quests
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You must explore Norgos' Lair. * You must explore the Heart of the Gloom. | active |
Equipment
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +4% Resists +7% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+0 eff.) Dmg.mod +9% fire Apr +7 Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Armour +4 Fatigue +3% Resists +3% mind +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Crit.mult +12.00% Acc +6 (+2 eff.) Apr +13 ----- def ----- Resists +18% blight +14% darkness +17% nature +18% light Phys.save +6 (+3 eff.) Die.at -20.00 life Max.HP +60.00 Blind- +29% Poison- +36% Disease- +23% Stun/Frz- +20% Amulets make your neck look great! |
In main hand | ![]() 1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Main armor | ![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Light source | ![]() 2.0 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. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Dmg.mod +5% darkness Res.pen +10% darkness +20% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +3% lightning +10% darkness +6% mind Stealth +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In off hand | ![]() 1.0 T1 dagger 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Inventory
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+8 eff.) Mind.save +12 (+8 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning 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 140 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. |
![]() 0.0 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
By Sigh the Thalore Rogue level 8
7th Mirth 122nd year of Ascendancy at 04:16 see stats
By Sigh the Thalore Rogue level 10
7th Mirth 122nd year of Ascendancy at 04:19 see stats
By Sigh the Thalore Rogue level 2
1st Mirth 122nd year of Ascendancy at 03:11 see stats
By Sigh the Thalore Rogue level 1
1st Mirth 122nd year of Ascendancy at 03:11 see stats
By Sigh the Thalore Rogue level 6
1st Mirth 122nd year of Ascendancy at 03:44 see stats
Log
You gain 10.25 gold from the transmogrification of focusing ash totem of stinging [power 182] (11 cooldown).
You gain 15.18 gold from the transmogrification of elm totem of stinging 'Airpanic' [power 116] (11 cooldown).
You gain 5.00 gold from the transmogrification of iron torque of gale force [power 105] (11 cooldown).
You gain 1.03 gold from the transmogrification of shocking steel shield (0 def, 4 armour, 44 block).
You gain 1.05 gold from the transmogrification of steel plate armour of stability (0 def, 9 armour).
You gain 1.25 gold from the transmogrification of steel plate armour (0 def, 9 armour).
You gain 1.47 gold from the transmogrification of steel mail armour of clarity (2 def, 6 armour).
You gain 3.15 gold from the transmogrification of steel mail armour of Eyal (2 def, 6 armour).
You gain 2.17 gold from the transmogrification of impenetrable steel mail armour of clarity (2 def, 13 armour).
You gain 4.34 gold from the transmogrification of hardened steel mail armour of acid resistance (2 def, 12 armour).
You gain 1.69 gold from the transmogrification of spellwoven linen wizard hat of darkness (+16%) (1 def, 0 armour).
You gain 0.48 gold from the transmogrification of grounding iron helm (0 def, 3 armour).
You gain 1.79 gold from the transmogrification of steady dwarven-steel gauntlets (0 def, 2 armour).
You gain 8.13 gold from the transmogrification of Chirain (0 def, 0 armour).
You gain 17.49 gold from the transmogrification of Grinirasta the Blindvagrant (15-18 power, 3 apr, fire element).
You gain 1.60 gold from the transmogrification of mighty cured leather sling.
You gain 1.37 gold from the transmogrification of vined mindstar of resolve (4-4 power, 18 apr, nature damage).
You gain 1.45 gold from the transmogrification of horrifying vined mindstar (6-6 power, 18 apr, mind damage).
You gain 14.97 gold from the transmogrification of Nimbusspire the steel mace (14-20 power, 3 apr).
You gain 15.79 gold from the transmogrification of steel longsword 'Yarodin' (16-23 power, 3 apr).
You gain 3.13 gold from the transmogrification of balanced steel longsword of massacre (21-29 power, 3 apr).
You gain 4.70 gold from the transmogrification of thought-forged steel greatsword of daylight (26-41 power, 2 apr).
You gain 3.32 gold from the transmogrification of balanced steel greatsword (22-36 power, 2 apr).
You gain 12.62 gold from the transmogrification of Skysting (24-38 power, 2 apr).
You gain 1.48 gold from the transmogrification of flaming steel greatmaul (28-43 power, 2 apr).
You gain 3.76 gold from the transmogrification of chilling steel dagger of the mystic (12-15 power, 6 apr).
You gain 2.30 gold from the transmogrification of restful steel amulet of strength (+2).
You gain 2.11 gold from the transmogrification of blink rune of the psychic (range 4; phase 15; cd 14).
There is a way to the previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.