









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Forbidden Cults 1.6.7Official 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.
Ashes of Urh'Rok 1.6.7Official 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: Qlass Pack 1.6.7Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Improved Auto-explore and Rest 1.6.5Quality 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 | Cooler Anorithil |
Level / Exp | 50 / 3288% |
Size | small |
Lifes / Deaths | Killed by Cooler Yeek at level 50 on the 50th Haze 123rd year of Ascendancy at 02:13 / 1 |
Primary Stats
Strength | 36 (base 11) |
Dexterity | 26 (base 16) |
Constitution | 22.707847504196 (base 62) |
Magic | 125 (base 64) |
Willpower | 74 (base 45) |
Cunning | 100 (base 50) |
Resources
Life | 1081/1081 |
Positive | 177/177 |
Healing Factor | 1.3989153867016 |
Regeneration | 15.737798100393 |
Speed
Mental | -20% |
Attack | -20% |
Movement | -1.7763568394003E-13% |
Spell | +0.21615006274991% |
Global | +110.00527732609% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 5 |
See Stealth | 44.876568527989 |
See Invisible | 64.876568527989 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 64 |
Accuracy | 35 |
Crit Chance | 47% |
APR | 22 |
Speed | 1.25 |
Offense: Spell
Spellpower | 87 |
Crit Chance | 112% |
Speed | 0.99784316138053 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 28% |
Speed | 1.25 |
Offense: Damage Bonus
Blight | +13% |
Arcane | +24% |
All | +10% |
Lightning | +25% |
Light | +106% |
Temporal | +32% |
Physical | +27% |
Darkness | +138% |
Fire | +139% |
Nature | +36% |
Offense: Damage Penetration
Darkness | +15% |
Light | +26% |
Temporal | +31% |
Arcane | +45% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 74 (71.150907422518%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 79 |
Mental Save | 72 |
Defense: Resistances
Acid | + 39%( 76%) |
Blight | + 24%( 76%) |
Physical | + 28%( 76%) |
Cold | + 39%( 76%) |
All | + 17%( 76%) |
Lightning | + 62%( 76%) |
Light | + 76%( 76%) |
Temporal | + 35%( 76%) |
Mind | + 22%( 76%) |
Darkness | + 76%( 76%) |
Fire | + 52%( 76%) |
Nature | + 31%( 76%) |
Defense: Immunities
Silence Resistance | 100% |
Bleed Resistance | 70% |
Confusion Resistance | 100% |
Teleport Resistance | 20% |
Stun Resistance | 87% |
Instadeath Resistance | 100% |
Blind Resistance | 37% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 301 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 79 up to 6 times. Its effects scale with your Cunning stat. |
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 1165% 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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 930 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 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. |
Class Talents
Liminal / Eclipse | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Liminal / Twilight | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Solar / Sunlight | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Lunar / Moonbeam | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Solar / Sunburn | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Liminal / Glory | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Liminal / Threshold | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Liminal / Guile | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Syzygy |
talent | Align Staff |
talent | Star Song |
talent | Guile |
talent | Glory |
talent | Chant of Resistance |
detrimental effect | The target is on fire, taking 168.60 fire damage per turn. Burning |
beneficial effect | The target is surrounded by a magical shield, absorbing 694/3510 damage before it crumbles. Damage Shield |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 20%. Woeful Cripple |
detrimental effect | The target is infected by a disease, reducing its constitution by 67 and doing 94.65 blight damage per turn. Rotting Disease |
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 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 |
You failed to protect the lost defiler from death by Polodhessra the skeleton warrior. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by Adimina the skeleton archer. Escort: worried loremaster (level 8 of Dreadfell) | failed |
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 have explored the underwater zone and vanquished the naga invader, Lady Nashva. * 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed pouch of faeros ash. * You've found the needed ice ant stinger. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of luminous horror dust. * You've found the needed green worm. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bloated horror heart. * You've found the needed multi-hued wyrm scale. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. * You've found the needed snow giant kidney. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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. | 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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 47% Changes stats: +6 Mag Changes resistances: +22% darkness / +22% temporal Changes resistances penetration: +16% temporal / +25% arcane / +15% darkness Changes damage: +6% fire Mana when firing critical spell: +2.00 Spellpower: +30 (+6 eff.) Spell crit. chance: +5% Defense after a teleport: +19 Resist all after a teleport: +13% New effects duration reduction after a teleport: +17% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% * 10 arcane resource burn Changes stats: +4 Cun / +6 Wil Changes resistances: +12% lightning / +3% nature / +11% light Changes damage: +14% darkness Damage affinity(heal): +5% darkness Critical mult.: +20.00% Spell save: +9 (+2 eff.) Maximum life: +64.00 Light radius: +5 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 541.01 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Con / +5 Wil Critical mult.: +35.00% Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +2.00 Maximum vim: +40.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +3 Str Changes resistances: +12% fire / +3% darkness / +14% nature Changes resistances penetration: +25% fire Changes damage: +6% darkness / +8% nature Physical save: +14 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +15 (+4 eff.) Maximum life: +126.00 Maximum stamina: +23.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +9 Cun / +7 Mag Changes resistances: +28% light / +3% fire Changes damage: +14% light Spell save: +9 (+2 eff.) Confusion immunity: +20% Stun/Freeze immunity: +50% Life regen: +11.00 Spellpower: +15 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +10 Str Changes resistances: +6% mind / +36% light / +36% darkness Changes damage: +18% light / +18% darkness Spell save: +6 (+1 eff.) Teleport immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +31 (+11 eff.) Armour penetration: +3 Armour: +6 Changes stats: +3 Str / +9 Mag / +9 Wil / +3 Con Changes resistances penetration: +26% light / +15% temporal Stamina each turn: +3.10 Only die when reaching: -80.00 life Spell crit. chance: +5% 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: 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: Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 36 Damage (Melee): 35 fire Damage when hit (Melee): 6 blight Changes stats: +8 Mag / +7 Cun / +10 Con Changes resistances: +3% lightning / +9% blight Changes damage: +12% lightning / +30% darkness / +3% blight Talent granted: +1 Command Staff Critical mult.: +62.00% N.Energy each turn: +0.20 Vim when firing critical spell: +6.00 Maximum vim: +50.00 Maximum neg.energy: +48.00 Spellpower: +23 (+5 eff.) Spell crit. chance: +5% See invisible: +20 Talent on hit(spell): Moonlight Ray (10% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +5 Cun / +7 Mag Changes resistances: +12% lightning / +12% light / +46% darkness / +13% all Changes damage: +3% lightning / +41% light / +52% darkness Maximum life: +62.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +7% Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +40 (+13 eff.) Defense: +3 (+1 eff.) Effects on melee hit: * 27% chance to slow global speed by 58% Changes stats: +5 Con Changes resistances: +6% physical Changes resistances penetration: +15% arcane Changes damage: +15% temporal / +14% arcane / +18% nature Critical mult.: +30.00% Maximum mana: +36.00 Maximum stamina: +30.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +9 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +6 Dex / +4 Mag / +1 Con Changes resistances cap: +6% all Changes resistances penetration: +5% arcane Changes damage: +7% physical / +7% temporal / +8% darkness / +8% light Reduces incoming crit damage: 10.00% Physical save: +14 (+4 eff.) Cut immunity: +70% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 214 life. The life healed will increase with your Mindpower. 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 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 (+3 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. |
![]() 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. |
![]() 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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 costs 1 power out of 1/1. "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? |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% 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: Effects on melee hit: * 10% chance to reduce all saves and defense by 31 Damage (Melee): 30 fire Changes resistances: +12% mind / +6% cold Changes damage: +15% mind / +30% darkness Talent granted: +1 Command Staff Critical mult.: +56.00% Spellpower: +25 (+5 eff.) Spell crit. chance: +19% See invisible: +11 Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +16 Defense: +2 (+0 eff.) Changes resistances penetration: +5% acid / +10% arcane Changes damage: +10% arcane Critical mult.: +22.00% Pinning immunity: +20% Maximum life: +80.00 Maximum mana: +67.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() thick elven-silk cloak of backstabbing (3 def, 13 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+6 eff.) Armour penetration: +15 Armour: +13 Defense: +3 (+1 eff.) Changes resistances: +30% cold Critical mult.: +30.00% Stealth bonus: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 102% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +29 Fatigue: +8% Talent granted: +1 Block Reduces incoming crit damage: 10.00% Maximum life: +92.00 Healing mod.: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 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. |
![]() 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. |
![]() 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 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 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 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 Cooler Yeek the Yeek Cooler Anorithil level 21
20th Haze 122nd year of Ascendancy at 22:59 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 36
33rd Regrowth 123rd year of Ascendancy at 13:57 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 50
33rd Dusk 123rd year of Ascendancy at 19:49 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 35
31st Regrowth 123rd year of Ascendancy at 20:07 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 40
56th Pyre 123rd year of Ascendancy at 04:40 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 47
25th Dusk 123rd year of Ascendancy at 23:23 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 39
50th Pyre 123rd year of Ascendancy at 16:49 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 38
48th Pyre 123rd year of Ascendancy at 06:26 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 37
46th Pyre 123rd year of Ascendancy at 08:11 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 24
27th Haze 122nd year of Ascendancy at 03:55 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 45
13rd Dusk 123rd year of Ascendancy at 19:33 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 49
32nd Dusk 123rd year of Ascendancy at 21:19 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 50
18th Haze 123rd year of Ascendancy at 01:29 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 42
56th Pyre 123rd year of Ascendancy at 09:50 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 10
1st Summertide 122nd year of Ascendancy at 10:37 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 20
47th Dusk 122nd year of Ascendancy at 22:33 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 30
4th Regrowth 123rd year of Ascendancy at 17:13 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 40
55th Pyre 123rd year of Ascendancy at 09:54 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 50
33rd Dusk 123rd year of Ascendancy at 03:55 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 50
17th Haze 123rd year of Ascendancy at 00:43 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 27
69th Haze 122nd year of Ascendancy at 09:17 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 50
76th Dusk 123rd year of Ascendancy at 14:48 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 48
31st Dusk 123rd year of Ascendancy at 18:00 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 31
22nd Regrowth 123rd year of Ascendancy at 16:33 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 39
48th Pyre 123rd year of Ascendancy at 10:58 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 50
50th Haze 123rd year of Ascendancy at 02:12 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 9
9th Mirth 122nd year of Ascendancy at 11:22 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 50
16th Haze 123rd year of Ascendancy at 16:48 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 50
52nd Dusk 123rd year of Ascendancy at 06:52 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 10
3rd Flare 122nd year of Ascendancy at 03:52 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 43
74th Pyre 123rd year of Ascendancy at 13:16 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 25
31st Haze 122nd year of Ascendancy at 07:29 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 17
36th Dusk 122nd year of Ascendancy at 19:13 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 50
50th Haze 123rd year of Ascendancy at 02:13 see stats
By Cooler Yeek the Yeek Cooler Anorithil level 35
31st Regrowth 123rd year of Ascendancy at 15:39 see stats
Log
Cooler Yeek casts Solar Light.
Cooler Yeek's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Cooler Yeek receives 47 healing.
Cooler Yeek hits Argoniel for 175 fire, 970 light (1145 total damage).
Cooler Yeek killed Argoniel!
Cooler Yeek is free from the decrepitude disease.
Talent Solar Focus is ready to use.
Burning from Argoniel hits Cooler Yeek for (60 absorbed), 0 fire (0 total damage).
Rotting Disease from Argoniel hits Cooler Yeek for (53 absorbed), 0 blight (0 total damage).
Argoniel's Soul Rot hits Cooler Yeek for (291 absorbed), 0 blight (0 total damage).
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)!
Saving game...
Saving done.
Cooler Yeek deactivates Syzygy.
Cooler Yeek deactivates Star Song.
Cooler Yeek deactivates Align Staff.
Cooler Yeek deactivates Guile.
Cooler Yeek stops burning.
Cooler Yeek is free from the rotting disease.
Cooler Yeek is not crippled anymore.
Cooler Yeek deactivates Glory.
Cooler Yeek deactivates Chant of Resistance.
The shield around Cooler Yeek crumbles.