Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Spellsword 1.3.0This 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. Swap Evasion/Track 1.2.5Moves evasion to technique/field-control and track to cunning/survival. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. 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 | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Spellsword |
Level / Exp | 9 / 58% |
Size | medium |
Lifes / Deaths | Killed by Aeriwen the dire wolf at level 9 on the 14th Dusk 122nd year of Ascendancy at 20:16 3 / 1 |
Primary Stats
Strength | 28 (base 23) |
Dexterity | 14 (base 13) |
Constitution | 10 (base 10) |
Magic | 33 (base 30) |
Willpower | 15 (base 10) |
Cunning | 11 (base 10) |
Resources
Life | 209/209 |
Mana | 181/181 |
Stamina | 136/136 |
Paradox | 300 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Invisible | 9 |
Offense: Mainhand
Damage | 49 |
Accuracy | 29 |
Crit Chance | 4% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28.5 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 14.9 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 4.4 |
Ranged Defense | 4.4 |
Fatigue | 13 |
Physical Save | 24.15 |
Spell Save | 34.9 |
Mental Save | 21.05 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Disarm Resistance | 26% |
Instadeath Resistance | 100% |
Confusion Resistance | 24% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 144.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Blazebrand | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Lifetide | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Windcutter | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stoneshield | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Technique / Arcane veteran | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+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. | active |
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: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | pair of rough leather boots 'Glorytha' (0 def, 5 armour) pair of rough leather boots 'Glorytha' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +1 Mag Changes resistances: +3% blight Spell save: +6 (+3 eff.) Infravision radius: +2 A pair of boots made of leather. |
On hands | steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Physical power: +10 (+3 eff.) Armour: +2 Changes stats: +3 Str Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +26% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Stormveil the dwarven-steel helm (0 def, 4 armour) Stormveil the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +4 Str / +2 Wil Changes resistances: +6% lightning / +9% fire / +10% cold Allows you to breathe in: water Spell save: +20 (+8 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 115.8 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | overpowered dwarven-steel torque of mindblast [power 273] (10 cooldown) overpowered dwarven-steel torque of mindblast [power 273] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 6 beam (dam 136-273), putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Corpse's kiss' steel ring 'Corpse's kiss'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% nature Physical save: +9 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Rings can have magical properties. |
Around neck | Layora LayoraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +11% mind Changes damage: +3% blight Confusion immunity: +24% Amulets can have magical properties. |
In main hand | chilling dwarven-steel greatsword (35.5-56.8 power, 2 apr) chilling dwarven-steel greatsword (35.5-56.8 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +9 cold Massive two-handed swords. |
Main armor | spiked hardened leather armour of acid resistance (3 def, 6 armour) spiked hardened leather armour of acid resistance (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes resistances: +18% acid A suit of armour made of leather. |
Light source | Flowerenvy FlowerenvyPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +18% blight / +6% darkness Changes damage: +6% nature Pinning immunity: +10% Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Light radius: +3 Infravision radius: +4 See invisible: +9 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 15 blight damage or heals 22 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Inventory
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
Hurukor the Balanceblur (13-16.9 power, 6 apr) Hurukor the Balanceblur (13-16.9 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 mind When wielded/worn: Damage when hit (Melee): 8 nature / 12 fire It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
iron greatsword 'Galedas' (17.5-28 power, 1 apr) iron greatsword 'Galedas' (17.5-28 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 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% On weapon hit: * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +10% When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +2 Str / +1 Con Only die when reaching: -20.00 life Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious iron mace (13.5-18.9 power, 2 apr)insidious iron mace (13.5-18.9 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +10 insidious poison Blunt and deadly. |
Ulfarab the Torchtrial (14-19.6 power, 3 apr) Ulfarab the Torchtrial (14-19.6 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +8 temporal When wielded/worn: Changes damage: +3% fire One-handed war axes. |
insulating dwarven-steel helm of dexterity (+4) (0 def, 4 armour) insulating dwarven-steel helm of dexterity (+4) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex Changes resistances: +7% fire / +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
quiver of elven-wood arrows 'Yarolin' (17/17, 41.5-58.1 power, 14 apr) quiver of elven-wood arrows 'Yarolin' (17/17, 41.5-58.1 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 41.5 - 58.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 17 On weapon hit: * 40% chance to gain 10% of a turn On weapon crit: * splashes the target with acid Damage (Ranged): +11 acid / +4 temporal / +13 darkness Burst (radius 1) on hit: +4 temporal Damage against: +13% Living Arrows are used with bows to pierce your foes to death. |
agate 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
50 alchemist agate 50 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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 (60 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 after 40 turns, costing 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 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. |
Windstrider [power 38] (15 cooldown) Windstrider [power 38] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% acid Changes damage: +3% nature Talent granted: +1 Volcano It can be used to disarm traps (38 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 200% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Hirumakai the Shalore Spellsword level 9
11st Dusk 122nd year of Ascendancy at 22:18 see stats
By Hirumakai the Shalore Spellsword level 7
2nd Flare 122nd year of Ascendancy at 12:19 see stats
Log
Hirumakai's Sandblast has been burned!
Aeriwen the dire wolf is invigorated by the attack!
Aeriwen the dire wolf hits Hirumakai for 14 mind, 9 arcane, 0 arcane, 34 nature (57 total damage).
Hirumakai hits Aeriwen the dire wolf for 8 nature, 19 physical, 7 nature, 19 physical (54 total damage).
Hirumakai the level 9 shalore spellsword was treehugged to death by Aeriwen the dire wolf on level 1 of Norgos Lair.
You have 3 life(s) left.
Hirumakai stops surging mana.
Hirumakai deactivates Air Stance.
Hirumakai deactivates Mana Focus.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Aeriwen the dire wolf killed Hirumakai!
Saving done.
Talent Water Strike is ready to use.
Talent Sandblast is ready to use.
Talent Spellsword Combat is ready to use.
Talent Arcane Stamina is ready to use.
Resting starts...
Talent Rune: Shielding is ready to use.
Talent Mana Focus is ready to use.
Talent Earth Strike is ready to use.
Talent Air Strike is ready to use.
Talent Rune: Heat Beam is ready to use.
Talent Tidal Rush is ready to use.
Talent Earthen Shield is ready to use.
Talent Rune: Manasurge is ready to use.
Rested for 22 turns (stop reason: all resources and life at maximum).