Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
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:
Items Vault 1.7.6Donators/Buyers bonus! 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! 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:
improved aoe talent targeting 1.7.6Tweak the automatic targeting of aoe talent, so it will try affect most foes, and it may try not to hit player. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Summoner |
Level / Exp | 12 / 57% |
Size | small |
Lifes / Deaths | Killed by skeleton magus at level 5 on the 77th Pyre 122nd year of Ascendancy at 20:59 3 / 1 |
Primary Stats
Strength | 17 (base 13) |
Dexterity | 27 (base 11) |
Constitution | 13 (base 10) |
Magic | 10 (base 10) |
Willpower | 34 (base 33) |
Cunning | 42 (base 28) |
Resources
Life | 270/270 |
Equilibrium | 0 |
Healing Factor | 1.1283363011315 |
Regeneration | 1.2975867463012 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 31.051968732286 |
See Invisible | 31.051968732286 |
Offense: Barehand
Damage | 17 |
Accuracy | 29 |
Crit Chance | 19% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Light | +6% |
Arcane | +3% |
Offense: Damage Penetration
Cold | +5% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 3 |
Physical Save | 18 |
Spell Save | 27 |
Mental Save | 24 |
Defense: Resistances
Lightning | + 15%( 70%) |
Light | + 3%( 70%) |
Nature | + 8%( 70%) |
Blight | + 11%( 70%) |
Arcane | + 5%( 70%) |
Darkness | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Poison Resistance | 50% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 173 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 20% of the time and arcane sustains have a 2.0% chance to deactivate each turn. Antimagic Disruption |
Quests
You failed to protect the injured seer from death by skeleton mage. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
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 Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning 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 have explored the Maze and vanquished the Minotaur. * 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 |
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
Tool | extending elm totem of healing [power 110] (10 cooldown) extending elm totem of healing [power 110] (10 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 10 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On feet | Urthyneg the pair of rough leather boots (5 def, 7 armour) Urthyneg the pair of rough leather boots (5 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +6 Lck +2 Con dps ---------- Apr +1 ----- def ----- Armour +7 Defense +5 (+3 eff.) Stealth +5 ---------- misc Max.stam +30.00 A pair of boots made of leather. |
Around waist | hardened leather belt 'Armodig' hardened leather belt 'Armodig'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane ----- def ----- Resists +3% nature +5% arcane +3% light Spell.save +9 (+4 eff.) HP.reg +0.90 Heal.mod +10% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
Main armor | Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 17 out of 1/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 40.71 to 122.14 lightning damage (81.43 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Light source | Siletira the brass lantern Siletira the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% light Acc +5 (+3 eff.) ----- def ----- Armour +4 Resists +6% darkness Affinity +5% light ---------- misc Light +5 Sun Flare: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 29.09 light damage. At talent level 3 you gain 7% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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 | Ce'Nasenne the Frozenbait (0 def, 1 armour) Ce'Nasenne the Frozenbait (0 def, 1 armour)2.0 T1 head armor [Rare] Disrupt While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +5% cold Melee Ret 8 cold ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +6% blight ---------- misc Psi/ret +0.08 A cap made of leather. |
On hands | brawler's rough leather gloves of butchering (0 def, 1 armour) brawler's rough leather gloves of butchering (0 def, 1 armour)1.0 T1 hands armor [Ego++] Disrupt/Master While equipped: Stats +2 Str +2 Dex +2 Cun dps ---------- Phys.pwr +4 (+2 eff.) Acc +5 (+3 eff.) Apr +5 ----- def ----- Armour +1 Resists +5% blight Phys.save +6 (+4 eff.) Spell.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 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. |
Inventory
mossy mindstar (3-3 power, 12 apr, nature damage) mossy mindstar (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% 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 (2-3 power, 12 apr, mind damage) mossy mindstar (2-3 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+ +0.2% 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. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
ancient woollen robe of Angolwen (0 def, 0 armour) ancient woollen robe of Angolwen (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag +2 Wil dps ---------- Spell.pwr +6 (+2 eff.) S.pwr/crit +2 Dmg.mod +5% temporal +8% physical Res.pen +5% temporal +5% physical ----- def ----- Resists +9% all Anom.red +8 Silence- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Noonarc the pair of iron boots (0 def, 3 armour) Noonarc the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Resists +3% light Phys.save +6 (+4 eff.) Max.HP +60.00 HP.reg +4.00 Blind- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour 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. |
2 aquamarine 2 aquamarine0.0 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 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. |
2 amethyst 2 amethyst0.0 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. |
5 ametrine 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. |
9 citrine 9 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. |
5 zircon 5 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
Log
You gain 7.96 gold from the transmogrification of dwarven-steel shield 'Blazevenom' (0 def, 6 armour, 78 block).
You gain 0.07 gold from the transmogrification of woollen robe (0 def, 0 armour).
You gain 0.10 gold from the transmogrification of linen cloak (1 def, 0 armour).
You gain 0.50 gold from the transmogrification of steel waraxe (12-16 power, 3 apr).
You gain 1.93 gold from the transmogrification of earthen elm starstaff of might (10-12 power, 2 apr, temporal element).
You gain 2.21 gold from the transmogrification of cruel elm vilestaff (10-12 power, 2 apr, darkness element).
You gain 1.44 gold from the transmogrification of steady rough leather sling.
You gain 0.50 gold from the transmogrification of steel mace (15-21 power, 3 apr).
You gain 1.03 gold from the transmogrification of flaming iron mace (13-18 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel longsword (16-22 power, 3 apr).
You gain 2.25 gold from the transmogrification of mighty elm longbow.
You gain 1.39 gold from the transmogrification of elm longbow of acid.
You gain 2.00 gold from the transmogrification of steel greatsword of phasing (25-40 power, 9 apr).
You gain 0.50 gold from the transmogrification of steel greatmaul (30-46 power, 2 apr).
You gain 5.98 gold from the transmogrification of elemental steel greatmaul of crippling (28-42 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel dagger (13-17 power, 6 apr).
You gain 1.79 gold from the transmogrification of iron dagger of persecution (10-14 power, 5 apr).
You gain 6.50 gold from the transmogrification of Umbral Razor (25-32 power, 10 apr).
You gain 3.23 gold from the transmogrification of blazebringer's steel battleaxe (22-33 power, 2 apr).
You gain 4.67 gold from the transmogrification of balanced dwarven-steel battleaxe of erosion (31-46 power, 2 apr).
You gain 1.11 gold from the transmogrification of shatter afflictions rune of the duelist (absorb 64; cd 20).
You gain 2.02 gold from the transmogrification of movement infusion of the sneak (speed 572%; cd 16).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Small man wears (replacing ancient woollen robe of Angolwen (0 def, 0 armour)): Eel-skin armour (16 def, 0 armour).
Saving game...
Saving done.