Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Stoneheart 1.2.3Adds a new class: the Stoneheart! Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Dualist 1.2.3Adds a new class that's focus is raising defense and dual weapons. And the name contains a pun. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Arcanum Class Pack 1.2.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Battlemage 1.2.3A battlemage class. Viking/warlock something something dualwielding elemental magician with Ragnarök and Manacalypse. Phantoms 1.2.3Geists are back, with three new trees, and a new name! "Phantoms are mages who have made a dark bargain for power. Unlike Doomed, they have yet to fall, and for what little time they have left, the shadows themselves their ally. Can they avert the impending doom upon them, or will they be lost in the darkness?" New skill trees! Vile Tactics Dark Veil Shadowkin --- v1.3 ~ A Deeper Dark Minor(Except not really) changes Bug fixes Balance changes Experimental changes(Looking for feedback on these!) --- v1.4 A Minor Darkening Tooltip fixes -Unseen Heckler has a more fitting tooltip Elementals Race 1.2.3Brief Summary: This currently adds one new raceclass to the game - the Jadir, an earth elemental. They're very tanky and have a lot of wall manipulation talents. See the original thread for more details. Spellsword 1.2.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Eternal Darkness 1.2.3Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Doctornull's Class Pack 1.2.3This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Easy Adventure |
Sex | Female |
Race | Cornac |
Class | TechPaladin |
Level / Exp | 29 / 4% |
Size | medium |
Lifes / Deaths | no deaths recorded 2 / 0 |
Primary Stats
Strength | 107 (base 100) |
Dexterity | 97 (base 100) |
Constitution | 105 (base 100) |
Magic | 105 (base 100) |
Willpower | 95 (base 100) |
Cunning | 95 (base 100) |
Resources
Life | 435/515 |
Positive | 19/19 |
Stamina | 208/322 |
Vim | 62/62 |
Healing Factor | 1.1 |
Regeneration | 1.1 |
Speed
Mental | 0% |
Attack | +25% |
Movement | 0% |
Spell | +25% |
Global | +125% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 233 |
Accuracy | 157 |
Crit Chance | 93% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 92% |
Speed | 0.8 |
Offense: Mind
Mindpower | 54.833333333333 |
Crit Chance | 32% |
Speed | 0.8 |
Defense: Base
Armour (hardiness) | 39.24 (105%) |
Defense | 32.225 |
Ranged Defense | 33.725 |
Fatigue | 14 |
Physical Save | 91.79 |
Spell Save | 69.6875 |
Mental Save | 45.083333333333 |
Defense: Resistances
All | + 73%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 97% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Celestial / Guardian | 1.00 |
| 42/5 |
| 38/5 |
| 34/5 |
| 30/5 |
Cunning / TechPaladin | 1.20 |
| 1/1 |
| 1/1 |
| 50/5 |
| 50/5 |
Celestial / Sun | 1.20 |
| 47/5 |
| 43/5 |
| 39/5 |
| 0/5 |
Celestial / Combat | 1.20 |
| 47/5 |
| 43/5 |
| 39/5 |
| 35/5 |
Celestial / Sunlight | 1.20 |
| 47/5 |
| 43/5 |
| 39/5 |
| 35/5 |
Celestial / Radiance | 1.20 |
| 47/5 |
| 43/5 |
| 39/5 |
| 35/5 |
Technique / Shield defense | 1.20 |
| 48/5 |
| 44/5 |
| 40/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.20 |
| 47/5 |
| 43/5 |
| 39/5 |
| 35/5 |
Technique / Conditioning | 1.20 |
| 47/5 |
| 43/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 47/5 |
| 43/5 |
| 39/5 |
| 35/5 |
Technique / Combat training | 1.20 |
| 10/5 |
| 9/5 |
| 50/5 |
| 15/5 |
| 14/5 |
Effects
talent | Insidious Poison |
talent | Weapon of Light |
talent | Searing Sight |
talent | Chant of Resistance |
talent | Crippling Poison |
talent | Bone Shield |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 Spell save: +7 Mental save: +7 Rings can have magical properties. |
On fingers | mule's copper ring of frost (+20%) mule's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% cold Changes damage: +10% cold Maximum encumbrance: +22 Rings can have magical properties. |
Around neck | copper amulet of dexterity (+2) copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
In main hand | Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
On feet | traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +3 Fatigue: -3% Maximum encumbrance: +20 Physical save: +6 A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | stabilizing rough leather cap of strength (+2) (0 def, 1 armour) stabilizing rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Physical save: +10 A cap made of leather. |
Main armor | spiked iron plate armour of lightning resistance (3 def, 7 armour) spiked iron plate armour of lightning resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Damage when hit (Melee): 10 physical Changes resistances: +15% lightning A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion of the wizard (resist 26%; cure mental)wild infusion of the wizard (resist 26%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 26% for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel greatmaul of paradox (40.5-60.75 power, 2 apr)hateful dwarven-steel greatmaul of paradox (40.5-60.75 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 darkness / +12 temporal Damage against: +12% Living When wielded/worn: Damage when hit (Melee): 13 temporal Changes resistances: +16% temporal Massive two-handed mauls. |
balanced iron greatsword (15.5-24.8 power, 1 apr) balanced iron greatsword (15.5-24.8 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 Defense: +9 Massive two-handed swords. |
hateful iron greatsword of daylight (15.5-24.8 power, 1 apr) hateful iron greatsword of daylight (15.5-24.8 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 light / +9 darkness Damage against: +7% Undead / +9% Living Massive two-handed swords. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 388/400. 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. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Elven corruptor casts Timeless.
Elven corruptor is not dazed anymore.
cyb hits Elven corruptor for (39 to bones), 0 light (0 total damage).
Cyb uses Deep Scan.
Blood Grasp ( T_BLOOD_GRASP - corruption/blood) lv 4 learned.
Drain ( T_DRAIN - corruption/sanguisuge) lv 5 learned.
Magic of the Eternals ( T_MAGIC_OF_THE_ETERNALS - race/shalore) lv 1 learned.
Bone Shield ( T_BONE_SHIELD - corruption/bone) lv 2 learned.
Armour Training ( T_ARMOUR_TRAINING - technique/combat-training) lv 1 already known.
Soul Rot ( T_SOUL_ROT - corruption/vim) lv 5 learned.
Secrets of the Eternals ( T_SECRETS_OF_THE_ETERNALS - race/shalore) lv 2 learned.
Vim Pool ( T_VIM_POOL - base/class) lv 1 already known.
Timeless ( T_TIMELESS - race/shalore) lv 5 learned.
Bone Spear ( T_BONE_SPEAR - corruption/bone) lv 5 learned.
Blood Spray ( T_BLOOD_SPRAY - corruption/blood) lv 5 learned.
Elven corruptor casts Blood Grasp.
Elven corruptor drains life from cyb!
Elven corruptor receives 21 healing from cyb.
Elven corruptor's Blood Grasp hits cyb for 42 blight damage.
Cyb casts Sun Ray.
Cyb's spell attains critical power!
Cyb is filled with the Sun's fury!
Cyb's solar fury subsides.
cyb hits Elven corruptor for 740 light damage.
cyb killed Elven corruptor!
Cyb activates Bone Shield.