








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies 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 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Arena |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 42 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 25 on the 76th Pyre 122nd year of Ascendancy at 14:07 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 40 (base 35) |
| Magic | 74 (base 50) |
| Willpower | 76 (base 50) |
| Cunning | 58 (base 40) |
Resources
| Life | 942/942 |
| Mana | 407/407 |
| Soul | 10/17 |
| Healing Factor | 1.4142857142857 |
| Regeneration | 4.5964285714285 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 57.10344378183 |
| See Invisible | 79.693474883997 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 14 |
| Crit Chance | 19% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Physical | +8% |
| Nature | +8% |
| Arcane | +3% |
| Cold | +43% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Cold | +53% |
| Temporal | +13% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 71 |
| Mental Save | 55 |
Defense: Resistances
| Blight | + 22%( 85%) |
| Arcane | + 40%( 85%) |
| Cold | + 52%( 85%) |
| All | + 15%( 85%) |
| Lightning | + 49%( 85%) |
| Light | + 23%( 85%) |
| Temporal | + 32%( 85%) |
| Darkness | + 57%( 85%) |
| Fire | + 35%( 85%) |
| Nature | + 24%( 85%) |
Defense: Immunities
| Silence Resistance | 46% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 13% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 250 damage for 5 turns. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 81 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. |
| Runes | Effective talent level: 1.3 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1426% for 10 turns (151 total) and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 50 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. |
| Runes | Effective talent level: 1.3 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 60 up to 3 times. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Animus | 1.60 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.60 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.50 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Spell / Grave | 1.60 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Necrotic minions | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.60 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| talent | Will o' the Wisp |
| talent | Keen Senses |
| talent | Uttercold |
| talent | Premonition |
Quests
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | insulating pair of drakeskin leather boots of void walking (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +10% fire / +20% temporal / +20% darkness / +15% cold Changes resistances penetration: +15% darkness / +13% temporal Defense after a teleport: +20 Resist all after a teleport: +15% New effects duration reduction after a teleport: +25% A pair of boots made of leather. |
| Light source | scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Light radius: +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. |
| On head | clarifying linen wizard hat of lightning (+18%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +18% lightning Changes damage: +12% lightning Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | supercharged elven-wood wand of shielding [power 482] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 482 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 18 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | conjurer's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+7 eff.) Armour penetration: +10 Defense: +9 (+8 eff.) Changes stats: +4 Mag / +5 Wil Spellpower: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | rough leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Mental save: +6 (+2 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
| In main hand | cruel dragonbone magestaff of channeling (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.56 Spellpower: +32 (+8 eff.) Spell crit. chance: +17% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 23 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | 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: +3% 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. |
| Main armor | dispeller's elven-silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +9% lightning / +9% darkness / +9% light / +8% blight / +9% fire / +9% cold / +15% all Physical save: +14 (+6 eff.) Spell save: +34 (+8 eff.) Mental save: +14 (+5 eff.) Silence immunity: +46% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +10 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | marshal's elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) Changes stats: +3 Str / +3 Con Physical save: +6 (+3 eff.) Maximum life: +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding gold amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +13% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Inventory
Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Staff of Destruction (20-24 power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +25 (+6 eff.) Spell crit. chance: +10% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
verdant silk robe of frost (+39%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% all / +39% cold Changes damage: +25% nature / +26% cold Poison immunity: +40% Disease immunity: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Insane (Roguelike) difficulty)
Got to wave 20 in the arena.By Heckro the Higher Necromancer level 22
76th Pyre 122nd year of Ascendancy at 01:33 see stats
Arena Battler 50 (Insane (Roguelike) difficulty)
Got to wave 50 in the arena.By Heckro the Lich Necromancer level 37
78th Pyre 122nd year of Ascendancy at 21:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Heckro the Higher Necromancer level 10
74th Pyre 122nd year of Ascendancy at 19:51 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Heckro the Higher Necromancer level 20
75th Pyre 122nd year of Ascendancy at 17:45 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Heckro the Lich Necromancer level 30
77th Pyre 122nd year of Ascendancy at 06:06 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Heckro the Lich Necromancer level 40
79th Pyre 122nd year of Ascendancy at 15:20 see stats
Lichform (Insane (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Heckro the Higher Necromancer level 25
76th Pyre 122nd year of Ascendancy at 14:07 see stats
Master of Arena (Insane (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Heckro the Lich Necromancer level 42
1st Mirth 122nd year of Ascendancy at 02:43 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Heckro the Lich Necromancer level 25
76th Pyre 122nd year of Ascendancy at 18:18 see stats
XXX the Destroyer (Insane (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Heckro the Lich Necromancer level 25
76th Pyre 122nd year of Ascendancy at 18:18 see stats
Log
Heckro activates Will o' the Wisp.
Heckro deactivates Keen Senses.
Heckro activates Keen Senses.
Heckro deactivates Premonition.
Heckro activates Premonition.
Heckro deactivates Uttercold.
Heckro activates Uttercold.
You don't see how to get there...
Heckro deactivates Uttercold.
Talent Uttercold is ready to use.
Heckro activates Uttercold.
Skeleton master archer deactivates Bone Shield.
Heckro deactivates Keen Senses.
Heckro deactivates Premonition.
Heckro deactivates Blurred Mortality.
Heckro deactivates Necrotic Aura.
Heckro deactivates Uttercold.
Heckro deactivates Will o' the Wisp.
Will o' the wisp deactivates Blood Fury.
Will o' the wisp deactivates Bone Shield.
Armoured skeleton warrior deactivates Bone Shield.
Armoured skeleton warrior deactivates Ruin.
Skeleton warrior deactivates Bone Shield.
Skeleton warrior deactivates Ruin.
Skeleton warrior deactivates Bone Shield.
Skeleton warrior deactivates Ruin.






























































