





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Hulk! 1.4.8 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: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Hulk |
Class | Adventurer |
Level / Exp | 50 / 312238% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1079 (base 30) |
Dexterity | 1023 (base 19) |
Constitution | 1021 (base 12) |
Magic | 1059 (base 60) |
Willpower | 1011 (base 12) |
Cunning | 1011 (base 12) |
Resources
Life | 861658/861658 |
Mana | 4454/5399 |
Stamina | 2730/2730 |
Equilibrium | 0 |
Healing Factor | 2.5 |
Regeneration | 25007.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 1 |
Offense: Mainhand
Damage | 4060 |
Accuracy | 242 |
Crit Chance | 614% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 328 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 255 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
Fire | +29% |
Defense: Base
Armour (hardiness) | 194.82637870074 (100%) |
Defense | 166 |
Ranged Defense | 166 |
Fatigue | 0 |
Physical Save | 186 |
Spell Save | 186 |
Mental Save | 178 |
Defense: Resistances
Physical | + 18%( 70%) |
Lightning | + 23%( 70%) |
Arcane | + 28%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 15% |
Confusion Resistance | 100% |
Inscriptions (3/3)
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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 10.60 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 13.80 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 21.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
beneficial effect | The target is surrounded by a magical shield, absorbing 7022/9999 damage before it crumbles. Damage Shield |
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Equipment
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +30 Defense: +9 (+1 eff.) Fatigue: +16% Changes stats: +5 Dex / +3 Con Changes resistances: +10% arcane Physical save: +35 (+3 eff.) Spell save: +23 (+2 eff.) Life regen: +3.90 Stamina each turn: +0.60 Maximum life: +100.00 Infravision radius: +1 Healing mod.: +30% A suit of armour made of metal plates. |
Light source | ![]() 2.00 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. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Con Changes resistances: +9% lightning / +4% physical / +5% arcane Changes resistances penetration: +29% fire Physical save: +9 (+0 eff.) Spell save: +34 (+3 eff.) Poison immunity: +15% Only die when reaching: -60.00 life Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Inventory
![]() 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. |
![]() Eridunahor (18-27 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +4 blight When wielded/worn: Changes resistances: +6% light / +5% arcane Physical save: +6 (+0 eff.) Disease immunity: +15% Cut immunity: +10% Massive two-handed mauls. |
![]() insidious steel longsword of dampening (17-23.8 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.0 - 23.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +18 insidious poison When wielded/worn: Changes resistances: +8% acid / +7% fire / +9% lightning / +7% cold Spell save: +7 (+1 eff.) Sharp, long, and deadly. |
![]() iron mace (12.5-17.5 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
![]() Betherawyn (2.5-2.75 power, 13 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical save: +3 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +3 (+1 eff.) Stamina each turn: +0.40 Equilibrium when hit: +0.60 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
![]() Umbradash the elm vilestaff (10-12 power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% darkness / +15% blight Changes damage: +3% arcane / +10% blight Talent granted: +1 Command Staff Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Maximum vim: +30.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() Fulazor the steel waraxe (18.5-25.9 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 18.5 - 25.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +19 insidious poison When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +9% temporal Changes resistances penetration: +10% temporal One-handed war axes. |
![]() spellwoven linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Spell save: +16 (+1 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() heroic iron gauntlets (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Mental save: +5 (+1 eff.) Maximum life: +42.00 When used to modify unarmed attacks: Base power: 14.5 - 20.3 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +3 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Grinyrak (3 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +5 Armour: +5 Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +5% Changes stats: +2 Str / +3 Dex / +2 Wil / +3 Cun Mindpower: +4 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Mardyfast the rough leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes resistances penetration: +20% mind Mental save: +9 (+1 eff.) Maximum hate: +4.00 Mental crit. chance: +3% Infravision radius: +2 A cap made of leather. |
![]() linen wizard hat 'Elyrin' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% acid / +6% temporal / +11% mind Changes resistances penetration: +15% acid Changes damage: +11% mind / +15% temporal A pointy cloth hat, very wizardly... |
![]() linen wizard hat 'Xeyada' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +18% lightning / +12% temporal / +6% darkness / +3% acid Changes resistances penetration: +5% mind Changes damage: +12% lightning Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 A pointy cloth hat, very wizardly... |
![]() cleansing iron mail armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +10% blight / +17% cold / +11% nature A suit of armour made of mail. |
![]() 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 (+0 eff.) Fatigue: +20% Changes resistances: +9% light / +16% fire Changes damage: +6% light A suit of armour made of metal plates. |
![]() wintry iron shield (4 def, 2 armour, 19.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 ice Changes stats: +2 Wil Changes resistances: +11% cold Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Mayerin the brass lantern Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Dex Changes resistances: +6% lightning / +6% nature / +3% all Critical mult.: +6.00% Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Maximum stamina: +5.00 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. |
![]() brass lantern 'Ashmalice' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +20% physical Changes damage: +6% fire Physical save: +20 (+2 eff.) Mental save: +6 (+1 eff.) Stamina each turn: +0.60 Light radius: +2 See stealth: +8 See invisible: +9 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Powered 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. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
Achievements
By vervdfvbsggr the Hulk Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:21 see stats
By vervdfvbsggr the Hulk Adventurer level 20
74th Pyre 122nd year of Ascendancy at 11:21 see stats
By vervdfvbsggr the Hulk Adventurer level 30
74th Pyre 122nd year of Ascendancy at 11:21 see stats
By vervdfvbsggr the Hulk Adventurer level 40
74th Pyre 122nd year of Ascendancy at 11:21 see stats
By vervdfvbsggr the Hulk Adventurer level 50
74th Pyre 122nd year of Ascendancy at 11:30 see stats
By vervdfvbsggr the Hulk Adventurer level 50
6th Mirth 122nd year of Ascendancy at 00:02 see stats
By vervdfvbsggr the Hulk Adventurer level 50
74th Pyre 122nd year of Ascendancy at 11:43 see stats
By vervdfvbsggr the Hulk Adventurer level 50
74th Pyre 122nd year of Ascendancy at 11:43 see stats
By vervdfvbsggr the Hulk Adventurer level 50
74th Pyre 122nd year of Ascendancy at 11:43 see stats
By vervdfvbsggr the Hulk Adventurer level 50
6th Mirth 122nd year of Ascendancy at 09:23 see stats
Log
Vervdfvbsggr picks up (d.): iron mace (12.5-17.5 power, 2 apr).
White worm mass misses vervdfvbsggr.
vervdfvbsggr performs a melee critical strike against White worm mass!
vervdfvbsggr hits White worm mass for 10887 physical damage.
vervdfvbsggr hits White worm mass for 5445 fire damage.
vervdfvbsggr hits White worm mass for 5445 fire damage.
vervdfvbsggr killed White worm mass!
vervdfvbsggr killed White worm mass!
vervdfvbsggr killed White worm mass!
vervdfvbsggr performs a melee critical strike against White worm mass!
vervdfvbsggr performs a melee critical strike against White worm mass!
vervdfvbsggr hits White worm mass for 7254 physical damage.
vervdfvbsggr killed White worm mass!
Storm drake hatchling misses vervdfvbsggr.
vervdfvbsggr performs a melee critical strike against Storm drake hatchling!
vervdfvbsggr performs a melee critical strike against Storm drake hatchling!
Storm drake hatchling hits vervdfvbsggr for (2 absorbed), 0 lightning, (2 absorbed), 0 lightning (0 total damage).
vervdfvbsggr hits Storm drake hatchling for 7310 physical damage.
vervdfvbsggr killed Storm drake hatchling!
You pickup 0.60 gold pieces.
The shield around vervdfvbsggr crumbles.
Vervdfvbsggr deactivates Arcane Combat.