Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Ashes of Urh'Rok 1.2.4Official 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:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Yeek |
Class | Oozemancer |
Level / Exp | 11 / 47% |
Size | small |
Lifes / Deaths | no deaths recorded 4 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 33 (base 36) |
Dexterity | 34 (base 36) |
Constitution | 31 (base 36) |
Magic | 36 (base 36) |
Willpower | 42 (base 36) |
Cunning | 42 (base 36) |
Resources
Life | 246/246 |
Equilibrium | 46 |
Healing Factor | 1.4662883120299 |
Regeneration | 7.2581271445478 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 10 |
Offense: Mainhand
Damage | 38 |
Accuracy | 28 |
Crit Chance | 15% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 28 |
Crit Chance | 15% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 37.026621086317 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
All | -10% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 12.4 |
Ranged Defense | 12.4 |
Fatigue | 8 |
Physical Save | 23.7 |
Spell Save | 23.65 |
Mental Save | 49.318216276952 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 27% |
Confusion Resistance | 94% |
Disarm Resistance | 20% |
Silence Resistance | 59% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 magical or physical effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Eyal's fury | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Oozing blades | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Slime | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Ooze | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Mucus | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Antimagic | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Fungus | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Race / Yeek | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Meditation |
talent | Wild Growth |
talent | Psiblades |
talent | Mitosis |
talent | Acidic Skin |
detrimental effect | The target is cursed, reducing all damage done by 10%. Curse of Impotence |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
Equipment
On feet | pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | clarifying linen wizard hat (1 def, 0 armour) clarifying linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun Mental save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | quick steel torque of kinetic psionic shield [power 27] (9 cooldown) quick steel torque of kinetic psionic shield [power 27] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 27 for 7 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +20% Pinning immunity: +27% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. |
Around waist | rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
In main hand | mossy mindstar (2.5-2.75 power, 25 apr, nature damage) mossy mindstar (2.5-2.75 power, 25 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 59% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) Mental crit. chance: +1% 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. |
In off hand | mossy mindstar (2-2.2 power, 25 apr, nature damage) mossy mindstar (2-2.2 power, 25 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 59% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) Mental crit. chance: +1% 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. |
Cloak | linen cloak of implacability (1 def, 0 armour) linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Physical save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide cured leather armour of Toknor (2 def, 4 armour) troll-hide cured leather armour of Toknor (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Critical mult.: +12.00% Life regen: +4.00 Healing mod.: +13% A suit of armour made of leather. |
Inventory
Rune of Reflection (absorb and reflect 280 for 5 turns) Rune of Reflection (absorb and reflect 280 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 and reflecting at most 280 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
The River's Fury (23-32.2 power, 8 apr) The River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+5 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 44 power out of 80/80) : Effective talent level: 1.0 Power cost: 44 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 7.09 cold damage and 7.09 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 resistance by half of their value and interracts 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. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+4 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 110 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
By Drippy the Yeek Oozemancer level 3
4th Mirth 122nd year of Ascendancy at 23:36 see stats
By Drippy the Yeek Oozemancer level 10
1st Flare 122nd year of Ascendancy at 00:24 see stats
By Drippy the Yeek Oozemancer level 3
6th Mirth 122nd year of Ascendancy at 21:13 see stats
By Drippy the Yeek Oozemancer level 3
4th Mirth 122nd year of Ascendancy at 23:36 see stats
By Drippy the Yeek Oozemancer level 3
4th Mirth 122nd year of Ascendancy at 23:36 see stats
Log
You gain 0.70 gold from the transmogrification of steel longsword of massacre (20-28 power, 3 apr).
You gain 2.66 gold from the transmogrification of insidious steel longsword of projection (15.5-21.7 power, 3 apr).
You gain 7.12 gold from the transmogrification of Glarerain the dwarven-steel greatsword (37.5-60 power, 2 apr).
You gain 1.53 gold from the transmogrification of insidious steel dagger (11-14.3 power, 6 apr).
You gain 2.15 gold from the transmogrification of vision rune of the warrior (radius 9; dur 14; see animal).
You gain 0.60 gold from the transmogrification of manasurge rune (726% regen over 10 turns; 36 instant mana).
You gain 1.00 gold from the transmogrification of wild infusion (resist 10%; cure magical).
You gain 0.68 gold from the transmogrification of regeneration infusion (heal 60 over 5 turns).
You gain 0.68 gold from the transmogrification of regeneration infusion (heal 60 over 5 turns).
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
There is a next level here (press '' or right click to use).
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 30 turns (stop reason: at exit).
There is a next level here (press '' or right click to use).
Drippy uses Reclaim.
Drippy hits Skeleton archer for 41 acid, 46 nature (87 total damage).
Veloravena the degenerated skeleton warrior casts Curse of Impotence.
Drippy is cursed.
Drippy meditates on nature.
Drippy deactivates Psiblades.
The skin of Drippy starts dripping acid.
Drippy deactivates Mitosis.
Drippy is no longer cursed.
Drippy deactivates Wild Growth.