










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Leeroy Jenkins 1.2.5Renames every escort to Leeroy Jenkins." 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.4.2This 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. Items Vault 1.5.0Donators/Buyers bonus! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Ashes of Urh'Rok 1.5.0Official 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:
Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Writhing One |
| Level / Exp | 10 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 24 (base 23) |
| Dexterity | 21 (base 10) |
| Constitution | 22 (base 21) |
| Magic | 26 (base 25) |
| Willpower | 14 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 314/316 |
| Insanity | 0/100 |
| Healing Factor | 1.09375 |
| Regeneration | 0.49218749999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 2 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 46 |
| Crit Chance | 3% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Darkness | +4% |
| Physical | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 12 |
| Ranged Defense | 14 |
| Fatigue | 6 |
| Physical Save | 16 |
| Spell Save | 14 |
| Mental Save | 14 |
Defense: Resistances
| Darkness | + 18%( 70%) |
| Fire | + 8%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (2/3)
| 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: 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 60 life over 5 turns. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Adventure / Partner | 1.00 |
| 1/20 |
| 1/48 |
| 1/3 |
| 1/2 |
| 1/2 |
| 0/2 |
| Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
Quests
Equipment
| On feet | pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | iron gauntlets 'Draledur' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Changes stats: +1 Wil Changes resistances: +6% darkness Changes damage: +4% darkness Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.12 Heals friendly targets nearby when you use a nature summon: +30 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | rough leather cap 'Unlightbiter' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +1 Fatigue: +1% Changes resistances: +5% fire / +3% darkness / +5% cold Changes damage: +12% physical Life regen: +0.20 Stamina each turn: +0.20 A cap made of leather. |
| Tool | Islibrewe the elm wand of conjuration [power 91] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +2 Dex / +1 Con Changes damage: +3% physical It can be used to fire a bolt of a random element with (base) damage 46 to 91, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Baryhir the CoalbloomCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +3 Dex Changes resistances: +9% darkness / +3% fire Rings can have magical properties. |
| On fingers | Issosin the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex / +3 Cun Hate when firing a critical mind attack: +5.00 Rings can have magical properties. |
| Main armor | Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+5 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 38.78 physical damage, inflicting bleeding for another 19.39 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
| In main hand | iron longsword 'Growthfury' (10.5-14.7 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 insidious poison Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Changes damage: +3% nature Sharp, long, and deadly. |
| Cloak | regal linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Mental save: +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | 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. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
iron longsword (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
thought-forged iron longsword of phasing (11.5-16.1 power, 7 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to cause random gloom Damage Shield penetration (this weapon only): +10% Damage (Melee): +6 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Sharp, long, and deadly. |
iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
spiked iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 10 physical A suit of armour made of metal plates. |
pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Achievements
Log
Loyal Higher Writhing One activates Chaos Orbs.
Welcome to level 2 [Worm that walks (servant of Loyal Higher Writhing One)].
Worm that walks (servant of Loyal Higher Writhing One) has 1 stat point(s), 1 class talent point(s) to spend. Select worm that walks (servant of Loyal Higher Writhing One) in the party list and press G to use them.
Welcome to level 3 [Worm that walks (servant of Loyal Higher Writhing One)].
Worm that walks (servant of Loyal Higher Writhing One) has 3 stat point(s), 1 class talent point(s) to spend. Select worm that walks (servant of Loyal Higher Writhing One) in the party list and press G to use them.
Welcome to level 4 [Worm that walks (servant of Loyal Higher Writhing One)].
Worm that walks (servant of Loyal Higher Writhing One) has 5 stat point(s), 2 class talent point(s), 1 generic talent point(s) to spend. Select worm that walks (servant of Loyal Higher Writhing One) in the party list and press G to use them.
Welcome to level 5 [Worm that walks (servant of Loyal Higher Writhing One)].
Worm that walks (servant of Loyal Higher Writhing One) has 7 stat point(s), 2 class talent point(s), 1 generic talent point(s) to spend. Select worm that walks (servant of Loyal Higher Writhing One) in the party list and press G to use them.
Welcome to level 6 [Worm that walks (servant of Loyal Higher Writhing One)].
Worm that walks (servant of Loyal Higher Writhing One) has 9 stat point(s), 3 class talent point(s), 1 generic talent point(s) to spend. Select worm that walks (servant of Loyal Higher Writhing One) in the party list and press G to use them.
Welcome to level 7 [Worm that walks (servant of Loyal Higher Writhing One)].
Worm that walks (servant of Loyal Higher Writhing One) has 11 stat point(s), 3 class talent point(s), 1 generic talent point(s) to spend. Select worm that walks (servant of Loyal Higher Writhing One) in the party list and press G to use them.
Welcome to level 8 [Worm that walks (servant of Loyal Higher Writhing One)].
Worm that walks (servant of Loyal Higher Writhing One) has 13 stat point(s), 4 class talent point(s), 2 generic talent point(s) to spend. Select worm that walks (servant of Loyal Higher Writhing One) in the party list and press G to use them.
Welcome to level 9 [Worm that walks (servant of Loyal Higher Writhing One)].
Worm that walks (servant of Loyal Higher Writhing One) has 15 stat point(s), 4 class talent point(s), 2 generic talent point(s) to spend. Select worm that walks (servant of Loyal Higher Writhing One) in the party list and press G to use them.
Welcome to level 10 [Worm that walks (servant of Loyal Higher Writhing One)].
Worm that walks (servant of Loyal Higher Writhing One) has 17 stat point(s), 5 class talent point(s), 2 generic talent point(s) to spend. Select worm that walks (servant of Loyal Higher Writhing One) in the party list and press G to use them.
Worm that walks (servant of Loyal Higher Writhing One) activates Worm that Walks Link.
Character control switched to worm that walks (servant of Loyal Higher Writhing One).
Character control switched to Loyal Higher Writhing One.
The First Party Of Steve deactivates Weapon of Light.
The First Party Of Steve deactivates Chant of Fortress.
The First Party Of Steve deactivates Weapon of Wrath.
Loyal Higher Writhing One deactivates Chaos Orbs.
Worm that walks (servant of Loyal Higher Writhing One) deactivates Worm that Walks Link.




























































