










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Ashes of Urh'Rok 1.7.0Official 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Delete Alternate Sandworm Lair 1.6.6Deletes alt SWL from the game. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.0Official 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 | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Bulwark |
Level / Exp | 50 / 2923% |
Size | medium |
Lifes / Deaths | Killed by Rak'shor, Grand Necromancer of the Pride at level 50 on the 72nd Pyre 123rd year of Ascendancy at 12:35 / 2Killed by Shield Bunny at level 50 on the 5th Haze 123rd year of Ascendancy at 23:35 |
Antimagic | Follower |
Primary Stats
Strength | 157 (base 63) |
Dexterity | 112 (base 60) |
Constitution | 51 (base 42) |
Magic | 22 (base 7) |
Willpower | 68 (base 32) |
Cunning | 71 (base 32) |
Resources
Life | 1881/1881 |
Stamina | 355/454 |
Equilibrium | 31 |
Healing Factor | 1.6840316950178 |
Regeneration | 29.265736415459 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 8.5496478698598 |
Infravision | 9.5496478698598 |
See Stealth | 46.058027722065 |
See Invisible | 54.058027722065 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 208 |
Accuracy | 83 |
Crit Chance | 71% |
APR | 53 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 12 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Lightning | +20% |
Nature | +8% |
Physical | +98% |
Mind | +11% |
All | +2% |
Offense: Damage Penetration
Acid | +23% |
Arcane | +38% |
Mind | +18% |
All | +13% |
Lightning | +28% |
Physical | +53% |
Darkness | +33% |
Fire | +23% |
Nature | +18% |
Defense: Base
Armour (hardiness) | 97.511077022659 (100%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 68 |
Mental Save | 62 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 36%( 70%) |
Physical | + 40%( 70%) |
Cold | + 58%( 70%) |
All | + 15%( 70%) |
Lightning | + 70%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 47%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 40% |
Bleed Resistance | 20% |
Confusion Resistance | 69% |
Stun Resistance | 56% |
Silence Resistance | 34% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 783 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 50% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1026% 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 Strength stat. |
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 mental and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Liseretta the orc grand master assassin. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by skeleton magus. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +5% mind / +20% physical Critical mult.: +10.00% Mental save: +5 (+1 eff.) Only die when reaching: -40.00 life Light radius: +3 See stealth: +7 See invisible: +6 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 11 blight Changes stats: +9 Dex / +4 Mag Changes resistances penetration: +25% arcane / +20% physical Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +52.68 Spell crit. chance: +8% A cap made of leather. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Fatigue: +5% Effects on melee hit: * 23% chance to reduce all saves and defense by 33 Damage (Melee): 37 mind / 24 darkness Changes stats: +3 Cun Changes resistances: +9% lightning / +12% nature Changes resistances penetration: +5% nature Changes damage: +9% mind Critical mult.: +12.00% Mental save: -12 (-4 eff.) Life regen: +4.90 Stamina each turn: +1.10 Psi each turn: +0.30 Maximum psi: +30.00 Spell crit. chance: +18% Mindpower: +19 (+6 eff.) Mental crit. chance: +18% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +2 Str Changes resistances: +6% darkness Changes damage: +18% lightning Physical save: +11 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +11 (+2 eff.) Cut immunity: +20% Teleport immunity: +20% Maximum life: +70.00 Mindpower: +15 (+5 eff.) Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +6 Defense: +15 (+4 eff.) Effects on melee hit: * 17% chance to reduce all saves and defense by 33 * 20% chance to slow global speed by 61% * 20% chance to reduce armor by 17% Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 33 Damage (Ranged): 35 physical Changes stats: +10 Cun Changes resistances: +3% physical Changes damage: +30% physical Mental save: +15 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.9 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Physical power: +30 (+6 eff.) Defense: +15 (+4 eff.) Changes resistances: +9% lightning Changes resistances penetration: +15% lightning Changes damage: +21% physical Critical mult.: +39.69% Spell save: +9 (+2 eff.) Stun/Freeze immunity: +21% Maximum stamina: +31.03 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 61% On weapon crit: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +14 darkness Damage against: +20% Living When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +14 Physical crit. chance: +15.0% Physical power: +13 (+2 eff.) Changes resistances penetration: +10% fire / +20% darkness / +13% all Spell save: +21 (+5 eff.) Healing mod.: +20% One-handed war axes. |
Around waist | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce armor by 17% Changes stats: +6 Str / +13 Dex / +2 Mag / +13 Wil / +13 Cun / +10 Lck Changes resistances: +6% blight / +14% fire / +11% cold Changes resistances penetration: +10% acid Changes damage: +6% darkness Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +18 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +32 (+8 eff.) Maximum life: +110.00 Infravision radius: +10 See invisible: +9 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 177% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +195 When wielded/worn: Accuracy: +24 (+4 eff.) Armour: +10 Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Changes stats: +13 Str / +13 Dex / +8 Wil Changes resistances: +19% blight / +9% fire / +20% nature / +30% lightning Talent granted: +1 Block Mental save: +6 (+1 eff.) Maximum life: +100.00 Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Effects on melee hit: * 21% chance to slow global speed by 61% Changes stats: +3 Dex Changes resistances: +9% lightning / +6% nature Changes damage: +30% physical Critical mult.: +15.00% Stamina each turn: +3.13 Maximum stamina: +31.32 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +45 Fatigue: +12% Changes stats: +3 Dex / +3 Mag / +4 Wil Changes resistances: +21% acid / +11% physical / +15% fire / +15% lightning / +40% cold Changes damage: +6% nature Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 17.75% Physical save: +12 (+3 eff.) Disarm immunity: +40% Stun/Freeze immunity: +35% Knockback immunity: +37% Light radius: +4 A suit of armour made of metal plates. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +8 (+1 eff.) Armour: +8 Defense: +9 (+2 eff.) Effects on melee hit: * 24% chance to slow global speed by 61% * 10% chance to reduce all saves and defense by 33 Changes stats: +4 Dex Changes resistances: +13% physical Changes resistances cap: +5% all Changes resistances penetration: +5% cold Changes damage: +10% physical Physical save: +22 (+6 eff.) Blindness immunity: +39% Stamina each turn: +1.00 Only die when reaching: -20.00 life Infravision radius: +10 Sight radius: +2 See invisible: +14 Combat speed: +10% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() caustic drakeskin leather sling of cunning (+7) Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +45 acid / +27 nature When wielded/worn: Armour penetration: +14 Changes stats: +7 Cun Changes resistances penetration: +21% acid / +10% physical / +25% nature Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 170 power out of 51/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() enhanced voratun waraxe of massacre (166% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Str / +12 Dex / +12 Mag / +13 Wil / +13 Cun / +13 Con One-handed war axes. |
![]() spellwoven elven-silk robe of lightning (+36%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +36% lightning / +15% all Changes damage: +24% lightning Spell save: +30 (+7 eff.) Spellpower: +5 (+2 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() traveler's pair of voratun boots of disengagement (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +4 Cun / +4 Dex Maximum encumbrance: +47 Physical save: +13 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crown of the Elements (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+4 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce armor by 17% Damage when hit (Melee): 2 acid Changes stats: +5 Str / +10 Wil / +5 Con / +17 Lck Changes resistances: +11% blight / +12% darkness / +12% acid Changes resistances penetration: +15% temporal Mental save: +11 (+2 eff.) Spell crit. chance: +7% Mental crit. chance: +7% A cap made of leather. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 26 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() psychokinetic quiver of dragonbone arrows of accuracy (22/22, 164% power, 18 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +38 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 221 physical damage Damage (Ranged): +47 physical Arrows are used with bows to pierce your foes to death. |
![]() 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 85 power out of 30/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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 172 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) 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. |
![]() psychokinetic pouch of voratun shots of disruption (23/23, 167% power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 221 physical damage * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Ranged): +40 physical Damage against: +30% Unnatural Shots are used with slings to pummel your foes to death. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
By Shield Bunny the Yeek Bulwark level 34
32nd Regrowth 123rd year of Ascendancy at 23:31 see stats
By Shield Bunny the Yeek Bulwark level 50
2nd Mirth 123rd year of Ascendancy at 15:03 see stats
By Shield Bunny the Yeek Bulwark level 33
71st Haze 122nd year of Ascendancy at 07:45 see stats
By Shield Bunny the Yeek Bulwark level 18
51st Dusk 122nd year of Ascendancy at 12:50 see stats
By Shield Bunny the Yeek Bulwark level 50
1st Mirth 123rd year of Ascendancy at 08:21 see stats
By Shield Bunny the Yeek Bulwark level 42
31st Pyre 123rd year of Ascendancy at 06:27 see stats
By Shield Bunny the Yeek Bulwark level 36
52nd Regrowth 123rd year of Ascendancy at 11:16 see stats
By Shield Bunny the Yeek Bulwark level 40
24th Pyre 123rd year of Ascendancy at 17:41 see stats
By Shield Bunny the Yeek Bulwark level 50
75th Pyre 123rd year of Ascendancy at 17:45 see stats
By Shield Bunny the Yeek Bulwark level 35
50th Regrowth 123rd year of Ascendancy at 07:19 see stats
By Shield Bunny the Yeek Bulwark level 43
37th Pyre 123rd year of Ascendancy at 16:36 see stats
By Shield Bunny the Yeek Bulwark level 34
47th Regrowth 123rd year of Ascendancy at 15:08 see stats
By Shield Bunny the Yeek Bulwark level 50
71st Pyre 123rd year of Ascendancy at 18:20 see stats
By Shield Bunny the Yeek Bulwark level 22
23rd Haze 122nd year of Ascendancy at 22:35 see stats
By Shield Bunny the Yeek Bulwark level 28
58th Haze 122nd year of Ascendancy at 10:55 see stats
By Shield Bunny the Yeek Bulwark level 27
53rd Haze 122nd year of Ascendancy at 09:53 see stats
By Shield Bunny the Yeek Bulwark level 50
61st Dusk 123rd year of Ascendancy at 08:51 see stats
By Shield Bunny the Yeek Bulwark level 50
1st Mirth 123rd year of Ascendancy at 17:07 see stats
By Shield Bunny the Yeek Bulwark level 50
57th Dusk 123rd year of Ascendancy at 18:41 see stats
By Shield Bunny the Yeek Bulwark level 10
9th Mirth 122nd year of Ascendancy at 08:37 see stats
By Shield Bunny the Yeek Bulwark level 20
66th Dusk 122nd year of Ascendancy at 18:31 see stats
By Shield Bunny the Yeek Bulwark level 30
64th Haze 122nd year of Ascendancy at 01:43 see stats
By Shield Bunny the Yeek Bulwark level 40
23rd Pyre 123rd year of Ascendancy at 04:04 see stats
By Shield Bunny the Yeek Bulwark level 50
70th Pyre 123rd year of Ascendancy at 07:45 see stats
By Shield Bunny the Yeek Bulwark level 50
59th Dusk 123rd year of Ascendancy at 09:07 see stats
By Shield Bunny the Yeek Bulwark level 50
5th Haze 123rd year of Ascendancy at 23:33 see stats
By Shield Bunny the Yeek Bulwark level 50
77th Pyre 123rd year of Ascendancy at 12:05 see stats
By Shield Bunny the Yeek Bulwark level 26
42nd Haze 122nd year of Ascendancy at 18:59 see stats
By Shield Bunny the Yeek Bulwark level 46
63rd Pyre 123rd year of Ascendancy at 15:43 see stats
By Shield Bunny the Yeek Bulwark level 29
63rd Haze 122nd year of Ascendancy at 02:33 see stats
By Shield Bunny the Yeek Bulwark level 36
50th Regrowth 123rd year of Ascendancy at 12:43 see stats
By Shield Bunny the Yeek Bulwark level 11
1st Summertide 122nd year of Ascendancy at 11:13 see stats
By Shield Bunny the Yeek Bulwark level 50
59th Dusk 123rd year of Ascendancy at 16:49 see stats
By Shield Bunny the Yeek Bulwark level 50
5th Haze 123rd year of Ascendancy at 23:35 see stats
By Shield Bunny the Yeek Bulwark level 48
66th Pyre 123rd year of Ascendancy at 04:00 see stats
By Shield Bunny the Yeek Bulwark level 14
18th Dusk 122nd year of Ascendancy at 23:58 see stats
By Shield Bunny the Yeek Bulwark level 38
78th Regrowth 123rd year of Ascendancy at 09:42 see stats
By Shield Bunny the Yeek Bulwark level 24
33rd Haze 122nd year of Ascendancy at 15:09 see stats
By Shield Bunny the Yeek Bulwark level 17
30th Dusk 122nd year of Ascendancy at 05:35 see stats
By Shield Bunny the Yeek Bulwark level 50
5th Haze 123rd year of Ascendancy at 23:35 see stats
By Shield Bunny the Yeek Bulwark level 50
72nd Pyre 123rd year of Ascendancy at 12:35 see stats
By Shield Bunny the Yeek Bulwark level 32
70th Haze 122nd year of Ascendancy at 13:25 see stats
Log
Searing Sight hits Greater multi-hued wyrm for 26 light damage.
Searing Sight hits Multi-hued drake for 26 light damage.
Searing Sight hits Multi-hued drake hatchling for 19 light damage.
Ruin banshee casts Corrupted Negation.
Ruin banshee hits High Sun Paladin Aeryn for (133 absorbed), 0 blight (0 total damage).
Ruin banshee hits Shield Bunny for (64 antimagic), 0 blight (0 total damage).
Ruin banshee hits Argoniel for (64 to bones), 0 blight (0 total damage).
Shield Bunny uses Shield Pummel.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Portal destroyer (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Shield Bunny performs a melee critical strike against Argoniel!
Shield Bunny performs a melee critical strike against Argoniel!
Argoniel resists High Sun Paladin Aeryn's 'Lightblight'!
High Sun Paladin Aeryn receives 141 healing from High Sun Paladin Aeryn's Judgement.
High Sun Paladin Aeryn's Judgement hits Shield Bunny for (68 antimagic), (109 resonance), 109 light (109 total damage).
Shield Bunny hits Argoniel for 295 physical damage.
Talent Infusion: Wild is ready to use.
Shield Bunny killed Argoniel!
Acid Splash from Argoniel hits Shield Bunny for (10 antimagic), 0 acid (0 total damage).
The shield around High Sun Paladin Aeryn crumbles.
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Triumph of the Way (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.