








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Mage Knight 1.6.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Forbidden Cults 1.7.4Official 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.
Ignore Race/Class Locks 1.7.0Modifies 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 1.7.4Official 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:
Some changes Infinite Dungeon 1.7.6Some changes for Infinite Dungeon Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Ashes of Urh'Rok 1.7.4Official 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Infinite |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 3 / 7% |
Size | medium |
Lifes / Deaths | Killed by Gonar the Bringer of Doom at level 3 on the 76th Pyre 122nd year of Ascendancy at 01:15 / 1 |
Primary Stats
Strength | 23 (base 16) |
Dexterity | 17 (base 10) |
Constitution | 18 (base 12) |
Magic | 17 (base 17) |
Willpower | 11 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -53/195 |
Positive | 26/56 |
Stamina | 104/108 |
Healing Factor | 1.1811363549267 |
Regeneration | 1.4764204436584 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 29 |
Accuracy | 22 |
Crit Chance | 0% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 11 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Fire | +3% |
Defense: Base
Armour (hardiness) | 15.118138619369 (56.297102139833%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 22 |
Physical Save | 19 |
Spell Save | 9 |
Mental Save | 7 |
Defense: Resistances
Lightning | + 5%( 70%) |
Temporal | + 5%( 70%) |
Blight | + 10%( 70%) |
Darkness | + 10%( 70%) |
Fire | + 5%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (3/3)
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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +3% fire ----- def ----- Armour +1 Fatigue +1% Resists +5% fire 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets make your neck look great! |
In main hand | ![]() 3.0 T1 mace 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Light source | ![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +1 Wil ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% blight +10% darkness Max.HP +20.00 HP.reg +1.00 Heal.mod +11% ---------- misc Light +2 A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 446% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 12.5 - 18.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Massive two-handed swords. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +8 acid While equipped: dps ---------- Dmg.mod +15% acid Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+3 eff.) Dmg.mod +10% light ----- def ----- Resists +6% darkness +5% temporal Def/telep +6 Res/telep +6% Dur/telep +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Melee+ +6 light Against +6% Undead Uses 1.0 Steam When used to Attack: Melee+ +10 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 10% chance to reduce armor by 20% ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% Resists +11% acid ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Psionic/Steamtech Power 9.5 - 14.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +13 On Hit.r1 +6 fire On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+3 eff.) ----- def ----- Resists +7% all Mind.save +16 (+14 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 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. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% cold A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +9 Defense +2 (+2 eff.) Fatigue +7% Phys.save +6 (+3 eff.) A suit of armour made of mail. |
![]() 9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +16% fire +11% light +10% darkness A suit of armour made of leather. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Vler the Sun Avatar misses Gonar the Bringer of Doom.
Gonar the Bringer of Doom uses Shield Pummel.
Vler the Sun Avatar is stunned!
Gonar the Bringer of Doom hits Vler the Sun Avatar for (8 absorbed), 0 physical, (11 absorbed), 0 physical (0 total damage).
Gonar the Bringer of Doom receives 13 healing.
Decrepitude Disease from Gonar the Bringer of Doom hits Vler the Sun Avatar for (13 absorbed), 0 blight (0 total damage).
Gonar the Bringer of Doom casts Flame Leash.
Your shield crumbles under the damage!
The shield around Vler the Sun Avatar crumbles.
Gonar the Bringer of Doom's fire area effect hits Vler the Sun Avatar for (19 absorbed), 6 fire (6 total damage).
Talent Healing Light is ready to use.
Talent Dig is ready to use.
Gonar the Bringer of Doom receives 13 healing.
Decrepitude Disease from Gonar the Bringer of Doom hits Vler the Sun Avatar for 13 blight damage.
Gonar the Bringer of Doom uses Overpower.
Vler the Sun Avatar resists the knockback!
Gonar the Bringer of Doom hits Vler the Sun Avatar for 17 physical, 5 physical, 5 physical (28 total damage).
Decrepitude Disease from Gonar the Bringer of Doom hits Vler the Sun Avatar for 13 blight damage.
Gonar the Bringer of Doom casts Blood Boil.
Vler the Sun Avatar is free from the decrepitude disease.
Vler the Sun Avatar slows down.
Gonar the Bringer of Doom hits Vler the Sun Avatar for 65 blight damage.
Gonar the Bringer of Doom receives 34 healing.
Vler the Sun Avatar is not stunned anymore.
Gonar the Bringer of Doom casts Drain.
Gonar the Bringer of Doom's spell attains critical power!
Gonar the Bringer of Doom hits Vler the Sun Avatar for 141 blight damage.
Vler the Sun Avatar the level 3 skeleton sun paladin was poxed to death by Gonar the Bringer of Doom on level 1 of Infinite Dungeon.