









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | Ashes of Urh'Rok 1.6.0Official 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: Forbidden Cults 1.6.0Official 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.
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.6.0Official 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:
Improved Auto-explore and Rest 1.6.0Quality 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. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Corruptor |
Level / Exp | 50 / 3062% |
Size | small |
Lifes / Deaths | Killed by Furry Miscreant at level 50 on the 2nd Summertide 123rd year of Ascendancy at 06:57 / 1 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 23 (base 19) |
Constitution | 85 (base 65) |
Magic | 143 (base 60) |
Willpower | 82 (base 30) |
Cunning | 117 (base 63) |
Resources
Life | 1841/1841 |
Positive | 177/177 |
Paradox | 100 |
Vim | 120/120 |
Healing Factor | 1.6411764705882 |
Regeneration | 44.722058823528 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +133.72307323196% |
Vision
Sight | 10 |
Lite | 11 |
Offense: Mainhand
Damage | 70 |
Accuracy | 35 |
Crit Chance | 60% |
APR | 33 |
Speed | 0.91 |
Offense: Spell
Spellpower | 92 |
Crit Chance | 83% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 64% |
Speed | 1 |
Offense: Damage Bonus
Acid | +60% |
Mind | +21% |
Darkness | +19% |
Blight | +229% |
Physical | +15% |
Fire | +21% |
All | 0% |
Offense: Damage Penetration
Acid | +71% |
Darkness | +42% |
Blight | +81% |
Arcane | +51% |
Cold | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 32.285714285714 (55.629139072848%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 4 |
Physical Save | 52 |
Spell Save | 67 |
Mental Save | 67 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 60%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 46%( 70%) |
All | + 28%( 70%) |
Lightning | + 67%( 70%) |
Light | + 30%( 70%) |
Temporal | + 41%( 70%) |
Mind | + 34%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 88% |
Confusion Resistance | 81% |
Disarm Resistance | 20% |
Silence Resistance | 46% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 934% 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 815 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 115 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. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Curses | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Blood Fury |
talent | Blood Vengeance |
talent | Chant of Resistance |
talent | Overkill |
talent | Dark Ritual |
talent | Bone Shield |
beneficial effect | The target's blight and acid damage is increased by 36%. Bloodfury |
beneficial effect | The target's spellpower has been increased by 57. Spellsurge |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | Maximum life increased by 242. Sanguine Infusion |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
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 Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by Ce'Notira the blue crystal. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Isuldawyn the cave troll. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Precognition (+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. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed giant spider spinneret. * You've found the needed ice wyrm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed snow giant kidney. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed chunk of ghoul flesh. * You've found the needed vial of fire wyrm saliva. | active |
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. | done |
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 within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
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. | done |
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 Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 10 blight / 8 darkness Changes stats: +4 Wil / +4 Mag Changes damage: +9% blight / +21% fire Critical mult.: +20.88% Mental save: +12 (+3 eff.) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +4.00 It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Changes stats: +4 Cun / +6 Con Changes resistances: +15% darkness Critical mult.: +20.40% Physical save: +6 (+2 eff.) Mental save: +11 (+2 eff.) Disarm immunity: +20% Stun/Freeze immunity: +20% Stamina each turn: +3.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +11% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Changes stats: +9 Con Changes resistances: +20% blight Changes resistances penetration: +20% acid Changes damage: +20% blight / +24% acid Reduces incoming crit damage: 15.30% Light radius: +3 A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 37 Damage when hit (Melee): 6 fire Changes resistances penetration: +20% blight / +26% acid Changes damage: +32% blight Maximum hate: +10.54 Maximum psi: +52.68 It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +15 Defense: +15 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +1 Mag / +2 Wil Changes resistances: +9% fire Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +48% Life regen: +27.00 Maximum life: +79.00 Light radius: +2 Healing mod.: +20% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Cun / +7 Con Changes resistances: +24% blight / +3% cold Changes resistances penetration: +10% blight / +15% cold Changes damage: +21% blight Physical save: +14 (+4 eff.) Spellpower: +13 (+3 eff.) Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Defense: +25 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 28% Changes damage: +18% blight Critical mult.: +5.00% Physical save: +6 (+2 eff.) Mental save: +11 (+2 eff.) Maximum stamina: +10.00 Spellpower: +8 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 150% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +36 Mag / +40 Wil / +32 Cun Changes resistances: +3% temporal / +3% light / +6% nature / +9% mind / +5% arcane Changes damage: +40% blight Talent granted: +1 Command Staff Mental save: +3 (+0 eff.) Stun/Freeze immunity: +20% Spellpower on spell critical (stacks up to 3 times): +19 Spellpower: +19 (+4 eff.) Spell crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +5 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+8 eff.) Physical crit. chance: +20.0% Physical power: +30 (+11 eff.) Armour: +3 Fatigue: +5% Changes resistances: +15% temporal Changes damage: +6% physical Critical mult.: +35.20% Maximum stamina: +30.00 Spell crit. chance: +20% Mental crit. chance: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 10 physical Changes stats: +3 Str / +3 Con Changes resistances: +22% darkness Changes resistances penetration: +17% darkness / +26% arcane Changes damage: +19% darkness / +21% mind Critical mult.: +40.88% Stealth bonus: +19 Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+4 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 37 Damage when hit (Melee): 11 nature Changes resistances: +32% lightning Changes resistances penetration: +26% blight Changes damage: +32% blight / +9% physical Combat speed: +10% Amulets can have magical properties. |
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 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 48% Changes stats: +15 Wil Changes resistances penetration: +25% blight Reduces incoming crit damage: 15.30% Stun/Freeze immunity: +41% Life regen: +7.00 Mana when firing critical spell: +2.00 Maximum vim: +50.00 Rings can have magical properties. |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 31.45 acid and 64.71 blight damage. If not cleared after five turns it will inflict 367.43 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 136% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Physical crit. chance: +8.3% Changes resistances: +5% arcane Changes resistances penetration: +26% blight Changes damage: +9% arcane / +24% blight Mindpower: +22 (+6 eff.) Mental crit. chance: +5% 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. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 147% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+5 eff.) Physical crit. chance: +8.0% Physical power: +14 (+6 eff.) Armour: +6 Defense: +12 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Maximum wards: +3 blight Changes resistances penetration: +15% mind Changes damage: +38% blight / +21% mind Talents granted: +1 Command Staff +3 Ward Spellpower: +26 (+5 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 33 fire Damage when hit (Melee): 12 arcane Changes damage: +9% blight / +30% cold / +12% light Talent granted: +1 Command Staff Critical mult.: +67.06% Maximum mana: +135.28 Spellpower: +33 (+7 eff.) Spell crit. chance: +13% Light radius: +3 See invisible: +20 Damage Shield penetration: +41% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Changes stats: +3 Str / +6 Wil Changes resistances: +10% physical Changes resistances penetration: +20% blight / +15% arcane Changes damage: +14% mind / +15% fire Mental save: +15 (+3 eff.) Mana when firing critical spell: +2.37 Maximum life: +40.00 Maximum stamina: +29.00 Spellpower: +10 (+2 eff.) Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere Activation costs 1 power out of 2020/2020. A set of 2020 tiny explosive spheres. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +10 (+4 eff.) Damage when hit (Melee): 4 darkness Changes stats: +11 Cun / +6 Wil Changes resistances: +6% light Changes resistances penetration: +15% light / +15% all Changes damage: +15% blight / +9% darkness Critical mult.: +19.00% Spell save: +9 (+3 eff.) Mana each turn: +0.08 Maximum life: +60.00 Light radius: -3 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 709.06 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 193% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 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) 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. |
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.
In the aftermath of the battle the Way tried to force you to act as a vessel to bring the Way to every sentient being.
Through an incredible display of willpower you resisted long enough to ask Aeryn to kill you.
She sadly agreed and ran her sword through you, enabling you to do the last sacrifice you could for the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Furry Miscreant the Yeek Corruptor level 40
9th Decay 122nd year of Ascendancy at 20:09 see stats
By Furry Miscreant the Yeek Corruptor level 50
1st Pyre 123rd year of Ascendancy at 05:14 see stats
By Furry Miscreant the Yeek Corruptor level 40
8th Decay 122nd year of Ascendancy at 00:05 see stats
By Furry Miscreant the Yeek Corruptor level 26
17th Haze 122nd year of Ascendancy at 02:24 see stats
By Furry Miscreant the Yeek Corruptor level 45
5th Regrowth 123rd year of Ascendancy at 12:58 see stats
By Furry Miscreant the Yeek Corruptor level 50
60th Regrowth 123rd year of Ascendancy at 17:27 see stats
By Furry Miscreant the Yeek Corruptor level 44
1st Regrowth 123rd year of Ascendancy at 01:58 see stats
By Furry Miscreant the Yeek Corruptor level 33
59th Haze 122nd year of Ascendancy at 03:56 see stats
By Furry Miscreant the Yeek Corruptor level 12
10th Flare 122nd year of Ascendancy at 22:43 see stats
By Furry Miscreant the Yeek Corruptor level 43
9th Allure 123rd year of Ascendancy at 04:37 see stats
By Furry Miscreant the Yeek Corruptor level 34
61st Haze 122nd year of Ascendancy at 09:08 see stats
By Furry Miscreant the Yeek Corruptor level 27
39th Haze 122nd year of Ascendancy at 17:58 see stats
By Furry Miscreant the Yeek Corruptor level 34
61st Haze 122nd year of Ascendancy at 14:25 see stats
By Furry Miscreant the Yeek Corruptor level 50
12nd Pyre 123rd year of Ascendancy at 18:29 see stats
By Furry Miscreant the Yeek Corruptor level 47
5th Regrowth 123rd year of Ascendancy at 18:29 see stats
By Furry Miscreant the Yeek Corruptor level 50
66th Regrowth 123rd year of Ascendancy at 06:53 see stats
By Furry Miscreant the Yeek Corruptor level 10
6th Mirth 122nd year of Ascendancy at 12:50 see stats
By Furry Miscreant the Yeek Corruptor level 20
39th Dusk 122nd year of Ascendancy at 08:32 see stats
By Furry Miscreant the Yeek Corruptor level 30
49th Haze 122nd year of Ascendancy at 00:34 see stats
By Furry Miscreant the Yeek Corruptor level 40
7th Decay 122nd year of Ascendancy at 17:08 see stats
By Furry Miscreant the Yeek Corruptor level 50
48th Regrowth 123rd year of Ascendancy at 04:05 see stats
By Furry Miscreant the Yeek Corruptor level 50
73rd Regrowth 123rd year of Ascendancy at 15:36 see stats
By Furry Miscreant the Yeek Corruptor level 41
3rd Allure 123rd year of Ascendancy at 00:06 see stats
By Furry Miscreant the Yeek Corruptor level 50
2nd Summertide 123rd year of Ascendancy at 06:51 see stats
By Furry Miscreant the Yeek Corruptor level 50
11st Pyre 123rd year of Ascendancy at 07:40 see stats
By Furry Miscreant the Yeek Corruptor level 50
66th Regrowth 123rd year of Ascendancy at 12:24 see stats
By Furry Miscreant the Yeek Corruptor level 50
2nd Summertide 123rd year of Ascendancy at 06:50 see stats
By Furry Miscreant the Yeek Corruptor level 50
75th Regrowth 123rd year of Ascendancy at 07:24 see stats
By Furry Miscreant the Yeek Corruptor level 22
1st Time of Equilibrium 122nd year of Ascendancy at 19:48 see stats
By Furry Miscreant the Yeek Corruptor level 41
3rd Allure 123rd year of Ascendancy at 00:06 see stats
By Furry Miscreant the Yeek Corruptor level 35
80th Haze 122nd year of Ascendancy at 03:11 see stats
By Furry Miscreant the Yeek Corruptor level 26
16th Haze 122nd year of Ascendancy at 04:35 see stats
By Furry Miscreant the Yeek Corruptor level 44
9th Allure 123rd year of Ascendancy at 06:30 see stats
By Furry Miscreant the Yeek Corruptor level 12
7th Dusk 122nd year of Ascendancy at 06:10 see stats
By Furry Miscreant the Yeek Corruptor level 50
11st Pyre 123rd year of Ascendancy at 06:25 see stats
By Furry Miscreant the Yeek Corruptor level 50
2nd Summertide 123rd year of Ascendancy at 06:51 see stats
By Furry Miscreant the Yeek Corruptor level 42
6th Allure 123rd year of Ascendancy at 19:12 see stats
By Furry Miscreant the Yeek Corruptor level 15
12nd Dusk 122nd year of Ascendancy at 23:52 see stats
By Furry Miscreant the Yeek Corruptor level 48
25th Regrowth 123rd year of Ascendancy at 03:19 see stats
By Furry Miscreant the Yeek Corruptor level 25
7th Haze 122nd year of Ascendancy at 12:55 see stats
By Furry Miscreant the Yeek Corruptor level 17
20th Dusk 122nd year of Ascendancy at 07:23 see stats
By Furry Miscreant the Yeek Corruptor level 39
7th Decay 122nd year of Ascendancy at 17:08 see stats
Log
Shield of Light hits High Sun Paladin Aeryn for 12 healing, 12 healing (0 total damage) [23 healing].
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 28 acid damage.
Curse of Death from Argoniel hits High Sun Paladin Aeryn for (97 absorbed), 25 darkness (25 total damage).
Saving done.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 97 healing from High Sun Paladin Aeryn's healing light area effect.
skeleton magus receives 95 healing from High Sun Paladin Aeryn's healing light area effect.
The shield around High Sun Paladin Aeryn crumbles.
Shield of Light hits High Sun Paladin Aeryn for 12 healing, 12 healing (0 total damage) [23 healing].
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 28 acid damage.
Curse of Death from Argoniel hits High Sun Paladin Aeryn for (97 absorbed), 25 darkness (25 total damage).
Skeleton magus casts Manathrust.
skeleton magus hits High Sun Paladin Aeryn for 248 arcane damage.
High Sun Paladin Aeryn receives 12 healing from Shield of Light.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 97 healing from High Sun Paladin Aeryn's healing light area effect.
skeleton magus receives 95 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 981 healing.
High Sun Paladin Aeryn is no longer cursed.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (28 absorbed), 0 acid (0 total damage).
High Sun Paladin Aeryn receives 97 healing from High Sun Paladin Aeryn's healing light area effect.
skeleton magus receives 95 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn is free from the acid.
Skeleton magus collapses.
You collect a new ingredient: skeleton mage skull (1).
Character control switched to Furry Miscreant.
Saving game...