Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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: Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : 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 | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Wanderer5in1 |
Level / Exp | 10 / 1% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 12 (base 12) |
Constitution | 12 (base 12) |
Magic | 44 (base 32) |
Willpower | 17 (base 12) |
Cunning | 12 (base 12) |
Resources
Mana | 189/189 |
Vim | 136/136 |
Life | 243/243 |
Positive | 57/57 |
Paradox | 300 |
Healing Factor | 1.0191526171258 |
Regeneration | 22.676145731048 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 12 |
Accuracy | 16 |
Crit Chance | 6% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +11% |
Arcane | +4% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Defense: Base
Armour (hardiness) | 44.615970257669 (45%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 6 |
Physical Save | 27 |
Spell Save | 23 |
Mental Save | 16 |
Defense: Resistances
Lightning | + 18%( 70%) |
Physical | + 23%( 70%) |
Temporal | + 28%( 70%) |
Nature | + 19%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 31%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 44% |
Bleed Resistance | 44% |
Instadeath Resistance | 100% |
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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: 15 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
Spell / Explosive admixtures | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Ice | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Matter | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chant of Fortress |
talent | Matter Weaving |
beneficial effect | The target is surrounded by a magical shield, absorbing 84/104 damage before it crumbles. Damage Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
detrimental effect | Huge cut that bleeds, doing 4.60 physical damage per turn. Bleeding |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 39%. Scoundrel's Strategies |
Quests
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 Shade. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * '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.' * You've found the needed length of troll intestine. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | Umbrarot (0 def, 7 armour) Umbrarot (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +7 Resists +6% nature +5% arcane ---------- misc Infravis +2 A pair of boots made of leather. |
On hands | rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Unarmed combat: Power 90% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | linen wizard hat 'Shiverhacker' (1 def, 0 armour) linen wizard hat 'Shiverhacker' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Dmg.mod +11% temporal Res.pen +10% mind Melee Ret 2 cold ----- def ----- Defense +1 (+1 eff.) Resists +11% temporal A pointy cloth hat, very wizardly... |
Tool | quick elm wand of shielding [power 104] (13/15 cooldown) quick elm wand of shielding [power 104] (13/15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 104 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Around waist | grounding rough leather belt of the giants grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+3 eff.) ----- def ----- Resists +5% lightning +5% temporal Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Main armor | rejuvenating rough leather armour (3 def, 2 armour) rejuvenating rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
In main hand | River's Fury (125% power, 8 apr) River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+6 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 11.18 cold damage and 10.16 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Cloak | thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | bright brass lantern of clarity bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+5 eff.) ---------- misc Light +5 See.Stealth +6 See.Invis +6 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. |
Inventory
regeneration infusion of the wizard (heal 210; 13 cd) regeneration infusion of the wizard (heal 210; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature 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. |
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. |
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. |
ametrine 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. |
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. |
Achievements
By Rando Calrissian the Cornac Wanderer5in1 level 10
6th Mirth 122nd year of Ascendancy at 22:01 see stats
By Rando Calrissian the Cornac Wanderer5in1 level 7
79th Pyre 122nd year of Ascendancy at 12:07 see stats
Log
Betolaith the king cobra hits Rando Calrissian for 19 physical, 16 physical (35 total damage).
Betolaith the king cobra performs a melee critical strike against Rando Calrissian!
Betolaith the king cobra performs a melee critical strike against Rando Calrissian!
Melee retaliation hits Betolaith the king cobra for 11 light, 2 cold, 11 light, 2 cold (26 total damage).
Bleeding from Betolaith the king cobra hits Rando Calrissian for 7 physical damage.
Betolaith the king cobra hits Rando Calrissian for 21 physical, 13 physical (34 total damage).
Rando Calrissian uses Infusion: Wild.
Rando Calrissian stops bleeding.
Rando Calrissian is cured!
Rando Calrissian lessens the pain.
Rando Calrissian activates her quick elm wand of shielding!
A shield forms around Rando Calrissian.
Rando Calrissian's Bone Spear is disrupted by her wounds!
Rando Calrissian starts to bleed.
Melee retaliation hits Betolaith the king cobra for 11 light, 2 cold, 11 light, 2 cold (26 total damage).
Betolaith the king cobra hits Rando Calrissian for (10 absorbed), 0 physical, (7 absorbed), 0 physical (0 total damage).
Talent Arcane Reconstruction is ready to use.
Bleeding from Betolaith the king cobra hits Rando Calrissian for (2 absorbed), 0 physical (0 total damage).
Rando Calrissian casts Bone Grab.
Most stores should have new stock now.
Welcome to level 10 [Rando Calrissian].
Rando Calrissian has 10 stat point(s), 5 class talent point(s), 4 generic talent point(s), 5 category point(s) to spend. Press p to use them.
Personal New Achievement: Level 10 (Nightmare (Roguelike) difficulty)!
Rando Calrissian hits Betolaith the king cobra for 32 physical damage.
Rando Calrissian killed Betolaith the king cobra!
Bleeding from Betolaith the king cobra hits Rando Calrissian for (2 absorbed), 0 physical (0 total damage).
As you level up you learn the talent tree: Spell / Explosive admixtures