










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! 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: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Exploration |
Sex | Male |
Race | Higher |
Class | Paradox Mage |
Level / Exp | 12 / 37% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 20 (base 15) |
Dexterity | 11 (base 10) |
Constitution | 16 (base 12) |
Magic | 43 (base 34) |
Willpower | 21 (base 16) |
Cunning | 12 (base 12) |
Resources
Life | 308/308 |
Paradox | 300 |
Healing Factor | 1.1645771506545 |
Regeneration | 2.6202985889725 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Invisible | 3 |
Offense: Barehand
Damage | 12 |
Accuracy | 6 |
Crit Chance | 5% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Mind | +3% |
Temporal | +7% |
Darkness | +3% |
Arcane | +15% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Defense: Base
Armour (hardiness) | 12.157704769273 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 12 |
Spell Save | 32 |
Mental Save | 11 |
Defense: Resistances
Acid | + 15%( 70%) |
Light | + 13%( 70%) |
Blight | + 10%( 70%) |
Cold | + 15%( 70%) |
Mind | + 13%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Bleed Resistance | 15% |
Instadeath Resistance | 100% |
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 130 life over 5 turns. Its effects scale with your Constitution 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
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Matter Weaving |
talent | Reality Smearing |
talent | Contingency |
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 |
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 | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+3 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +3% acid +3% cold ----- def ----- Armour +1 Resists +9% acid HP.reg +2.00 Heal.mod +11% ---------- misc See.Invis +3 A pair of boots made of leather. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +5% light On Hit (Melee): * 10% chance to reduce damage dealt by 11% ----- def ----- Resists +3% blight +6% light Spell.save +6 (+3 eff.) ---------- misc Light +1 Size +1 A belt that goes around your waist. |
Main armor | ![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On hands | ![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +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. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +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. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% arcane +3% mind +3% darkness Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Defense +1 (+1 eff.) Resists +6% mind ---------- misc Max.mana +20.00 A pointy cloth hat, very wizardly... |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +3.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Resists +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 457% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 112 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 29.5 - 44.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 91 damage over 5 turns and reducing armor and accuracy by 12 Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 16.0 - 24.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +8 nature While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +9 (+5 eff.) ----- def ----- Resists +3% cold +3% light +9% darkness Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Master Power 27.5 - 41.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +16 nature +4 acid While equipped: ----- def ----- Resists +3% nature +6% acid Massive two-handed mauls. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +10.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% acid ----- def ----- Armour +4 Defense +4 (+3 eff.) ---------- misc Wards +2 acid Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% physical Acc +10 (+10 eff.) ----- def ----- Armour +3 Defense +20 (+11 eff.) Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 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. |
![]() 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +9% nature +5% arcane Spell.save +3 (+1 eff.) Mind.save +6 (+6 eff.) ---------- misc Light +4 See.Stealth +5 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. |
![]() 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. |
![]() 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 239/400 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 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. |
![]() 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 Galarwi the Higher Paradox Mage level 10
5th Mirth 122nd year of Ascendancy at 22:56 see stats
By Galarwi the Higher Paradox Mage level 10
7th Mirth 122nd year of Ascendancy at 00:21 see stats
By Galarwi the Higher Paradox Mage level 5
78th Pyre 122nd year of Ascendancy at 14:30 see stats
Log
You are yanked out of this place!
Rested for 37 turns (stop reason: dialog is displayed).
You gain 2.09 gold from the transmogrification of brass lantern of the zealot.
You gain 10.00 gold from the transmogrification of Summertide Phial.
You gain 0.25 gold from the transmogrification of iron shield (0 def, 2 armour, 24.5 block).
You gain 1.91 gold from the transmogrification of rough leather cap of trickery (0 def, 1 armour).
You gain 0.81 gold from the transmogrification of linen wizard hat of fire (+16%) (1 def, 0 armour).
You gain 2.66 gold from the transmogrification of umbral rough leather gloves of strength (+3) (0 def, 1 armour).
You gain 8.16 gold from the transmogrification of Aerabeth (0 def, 3 armour).
You gain 1.46 gold from the transmogrification of linen robe of power (0 def, 0 armour).
You gain 0.02 gold from the transmogrification of linen robe (0 def, 0 armour).
You gain 0.02 gold from the transmogrification of linen robe (0 def, 0 armour).
You gain 0.46 gold from the transmogrification of rough leather belt of resilience.
You gain 11.11 gold from the transmogrification of rough leather belt 'Cleansenight'.
You gain 7.20 gold from the transmogrification of Aragamina the Lightningwedge.
You gain 2.74 gold from the transmogrification of surging elm magestaff of fate (10-12 power, 2 apr, fire element).
You gain 2.74 gold from the transmogrification of potent elm starstaff of illumination (13-16 power, 2 apr, light element).
You gain 5.75 gold from the transmogrification of wyrm's mossy mindstar of frost (2-3 power, 12 apr, mind damage).
You gain 2.45 gold from the transmogrification of elemental iron mace (12-17 power, 2 apr).
You gain 3.17 gold from the transmogrification of arcing iron longsword of crippling (10-14 power, 2 apr).
You gain 0.95 gold from the transmogrification of arcing iron dagger of massacre (16-20 power, 5 apr).
You gain 0.25 gold from the transmogrification of iron battleaxe (16-23 power, 1 apr).
You gain 3.33 gold from the transmogrification of balanced iron battleaxe of massacre (20-31 power, 1 apr).
You gain 1.00 gold from the transmogrification of wild infusion (res 16%; mental; dur 3; cd 14).
You gain 2.02 gold from the transmogrification of movement infusion of the warrior (speed 464%; cd 9).
There is a Ruins of Kor'Pul 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.