











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Items Vault 1.6.0Donators/Buyers bonus! Hiveminder Class 1.6.7Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Actually Usable Bathe in Light 1.6.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Dread Necromancer 1.6.7The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Frost Invoker 1.6.7Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 11 / 16% |
| Size | big |
| Lifes / Deaths | Killed by Poroma the stone troll at level 11 on the 35th Dusk 122nd year of Ascendancy at 17:11 3 / 2Killed by Isuran at level 11 on the 35th Dusk 122nd year of Ascendancy at 17:16 |
Primary Stats
| Strength | 45 (base 31) |
| Dexterity | 17 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 36 (base 31) |
| Willpower | 15 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 482/482 |
| Positive | 80/80 |
| Healing Factor | 1.0483870967742 |
| Regeneration | 0.26209677419355 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 46 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Light | +5% |
| Temporal | +5% |
| Fire | +11% |
| Physical | +23% |
| Cold | +11% |
| Nature | +3% |
Offense: Damage Penetration
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 35 (87.462686567164%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 25 |
| Physical Save | 27 |
| Spell Save | 21 |
| Mental Save | 8 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 14%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 28%( 70%) |
| All | 0%( 70%) |
| Lightning | + 5%( 70%) |
| Physical | + 7%( 70%) |
| Darkness | + 12%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Stun Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 184.26 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | Turysin (5 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +11 Defense: +5 (+5 eff.) Fatigue: +2% Damage when hit (Melee): 2 physical Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 75 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. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 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 | Lelakath (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Str Changes resistances: +5% arcane / +16% fire Changes damage: +6% physical / +11% fire Physical save: +3 (+2 eff.) Only die when reaching: -40.00 life A pointy cloth hat, very wizardly... |
| Tool | elm wand of conjuration [power 100] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 lightning damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | titan's copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +4 (+2 eff.) Rings can have magical properties. |
| Around waist | SewertouchCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances penetration: +15% nature Reduces incoming crit damage: 10.00% Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | quick dwarven-steel greatmaul of rage (45-67.5 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +25 (+8 eff.) Changes stats: +6 Str / +5 Dex Changes damage: +12% physical Combat speed: +10% Massive two-handed mauls. |
| On hands | naturalist's iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 nature Changes stats: +2 Dex Changes resistances: +6% nature Changes damage: +3% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | radiant steel plate armour of the dragon (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +1 Wil Changes resistances: +6% acid / +7% physical / +12% darkness / +14% blight / +6% cold / +5% lightning / +7% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +24% Knockback immunity: +24% Light radius: +1 A suit of armour made of metal plates. |
| Cloak | marshal's cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Str / +3 Mag / +4 Wil / +3 Con Physical save: +7 (+4 eff.) Maximum life: +56.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's copper amulet of strength (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Mag Changes damage: +5% darkness / +5% temporal / +5% light / +5% physical Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Inventory
restful copper amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +2.00 Amulets can have magical properties. |
Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Xerathra (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +3% fire Maximum encumbrance: +20 Physical save: +5 (+3 eff.) Cut immunity: +20% Life regen: +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane 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. |
rough leather cap 'Islamina' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun Changes resistances: +10% mind Changes damage: +6% arcane Mental save: +20 (+16 eff.) Confusion immunity: +23% A cap made of leather. |
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. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Issotar' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Physical save: +18 (+9 eff.) Mental save: +3 (+3 eff.) Pinning immunity: +10% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Nychak the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 2 arcane Changes stats: +1 Con Stamina each turn: +1.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +5 (+2 eff.) Light radius: +5 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. |
Crystal Focus =cf1=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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)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 Activation costs 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 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) Activation costs 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. |
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
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Isuran the Cornac Sun Paladin level 9
28th Dusk 122nd year of Ascendancy at 16:58 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Isuran the Cornac Sun Paladin level 10
34th Dusk 122nd year of Ascendancy at 15:04 see stats
Lost in translation (Madness (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Isuran the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 13:41 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Isuran the Cornac Sun Paladin level 7
9th Dusk 122nd year of Ascendancy at 06:37 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Isuran the Cornac Sun Paladin level 9
20th Dusk 122nd year of Ascendancy at 20:12 see stats
Utterly Destroyed (Madness (Adventure) difficulty)
Died on the Eidolon Plane.By Isuran the Cornac Sun Paladin level 11
35th Dusk 122nd year of Ascendancy at 17:16 see stats
Log
Isuran's spell attains critical power!
Isuran is filled with the Sun's fury!
Poroma the stone troll casts Sun Ray.
Giant spider loses sight!
Emybrenor the giant venus flytrap's blue scarab beetle loses sight!
Emybrenor the giant venus flytrap's yellow scarab beetle loses sight!
White worm mass resists the blinding light!
Large white snake resists the blinding light!
Poroma the stone troll hits Isuran for 100 light damage.
Isuran the level 11 cornac sun paladin was radiated to death by Poroma the stone troll on level 3 of Trollmire.
You have 3 life(s) left.
Isuran deactivates Weapon of Wrath.
Isuran stops burning.
Isuran deactivates Chant of Fortress.
Isuran stops being poisoned.
Isuran deactivates Weapon of Light.
Isuran is firmly planted in reality.
Isuran has finished recovering.
Isuran's solar fury subsides.
Isuran stops regenerating health quickly.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Poroma the stone troll killed Isuran!
Saving game...
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Personal New Achievement: Utterly Destroyed (Madness (Adventure) difficulty)!
Saving done.





























































