










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Krog |
| Class | Doomed |
| Level / Exp | 6 / 71% |
| Size | big |
| Lifes / Deaths | Killed by arcane blade at level 6 on the 78th Pyre 122nd year of Ascendancy at 00:21 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 21 (base 21) |
| Cunning | 32 (base 26) |
Resources
| Life | -4/176 |
| Hate | 100/100 |
| Healing Factor | 1.1155519898509 |
| Regeneration | 0.27888799746272 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 10 |
| Accuracy | 20 |
| Crit Chance | 10% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 20 |
| Crit Chance | 9% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +2% |
| Acid | +10% |
| Light | +19% |
| Mind | +2% |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 0 |
| Physical Save | 13 |
| Spell Save | 13 |
| Mental Save | 20 |
Defense: Resistances
| Nature | + 16%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 35%( 70%) |
| Cold | + 12%( 70%) |
| Blight | + 16%( 70%) |
| Acid | + 26%( 70%) |
| Fire | + 12%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Instadeath Resistance | 100% |
| Poison Resistance | 23% |
| Knockback Resistance | 18% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
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 | active |
Equipment
| On feet | [vs. Lightlord (5 def, 1 armour) (On feet)]Lightlord (5 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +5 (+5 eff.) (-) Changes resistances: +3%(-) lightning Changes damage: +9%(-) light Spell save: +3 (+3 eff.) (-) Stamina each turn: +0.30 (-) Maximum stamina: +12.00 (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. insulating linen wizard hat (1 def, 0 armour) (On head)]insulating linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes resistances: +5%(-) fire / +5%(-) cold A pointy cloth hat, very wizardly... |
| Tool | [vs. elm totem of summon tentacle [power 95] (15/25 cooldown) (Tool)]elm totem of summon tentacle [power 95] (15/25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 207 Base Damage: 95 Armor: 0 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. Frigidsun the copper ring (On fingers, 1 of 2)]Frigidsun the copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4(-) cold Changes resistances: +20%(-) acid Changes damage: +10%(-) acid Reduces incoming crit damage: 5.00% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. Frigidsun the copper ring (On fingers, 1 of 2)]sneakthief's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Damage when hit (Melee): 0(-4) cold Changes stats: +4 Cun / +4 Dex Changes resistances: +0%(-20%) acid Changes damage: +0%(-10%) acid Reduces incoming crit damage: 0.00% (-5.00%) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. cleansing steel amulet of cunning (+2) (Around neck)]cleansing steel amulet of cunning (+2) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2(-) Cun Changes resistances: +10%(-) nature / +10%(-) blight Poison immunity: +23% (-) Disease immunity: +21% (-) Amulets make your neck look great! |
| In main hand | [vs. horrifying vined mindstar of clarity (Nightmares) (88% power, 18 apr, mind damage) (In main hand, 1 of 2)]horrifying vined mindstar of clarity (Nightmares) (88% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 4(-) mind / 3(-) darkness Changes damage: +2%(-) mind / +2%(-) darkness Talents granted: +1.00(-) Attune Mindstar Mental save: +2 (+2 eff.) (-) Maximum psi: +11.00 (-) Mindpower: +4 (+2 eff.) (-) Mental crit. chance: +2% (-) Curse of Nightmares 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. Tap to cycle through comparison choices |
| In off hand | [vs. horrifying vined mindstar of clarity (Nightmares) (88% power, 18 apr, mind damage) (In main hand, 1 of 2)]mossy mindstar (Madness) (77% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% (-11%) Range: 1.1x (+0.0x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-6) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 0(-4) mind / 0(-3) darkness Changes damage: +0%(-2%) mind / +0%(-2%) darkness Talents granted: +1.00(-) Attune Mindstar Mental save: +0 (+0 eff.) (-2 (-2 eff.)) Maximum psi: +0.00 (-11.00) Mindpower: +2 (+1 eff.) (-2 (-1 eff.)) Mental crit. chance: +1% (-1%) Curse of Madness 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. Tap to cycle through comparison choices |
| Cloak | [vs. enveloping linen cloak (6 def, 0 armour) (Cloak)]enveloping linen cloak (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) (-) Physical save: +5 (+5 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. linen robe (0 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7%(-) all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered 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. |
Rod of Recall (1/1)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 309/400. 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. |
[vs. elm totem of summon tentacle [power 95] (15/25 cooldown) (Tool)]iron torque of gale force [power 105] (15/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. elm totem of summon tentacle [power 95] (15/25 cooldown) (Tool)]quick iron torque of mindblast [power 90] (15/10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 92 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Log
Arcane blade has been maligned!
You have deflected 2 incoming damage!
Krog Feel Fine hits Arcane blade for 34 mind, 3 darkness, 4 mind, 19 light, 3 darkness, 2 mind, 19 light (86 total damage).
Melee retaliation hits Arcane blade for 4 cold damage.
Arcane blade hits Krog Feel Fine for (2 deflected), 30 physical, 6 light (36 total damage).
Talent Infusion: Regeneration is ready to use.
Talent Reproach is ready to use.
Burning from Arcane blade hits Krog Feel Fine for 7 fire damage.
Krog Feel Fine uses Reproach.
You have deflected 2 incoming damage!
Arcane blade casts Flame.
Krog Feel Fine hits Arcane blade for 97 mind damage.
Melee retaliation hits Arcane blade for 4 cold damage.
Arcane blade hits Krog Feel Fine for (2 deflected), 40 physical, 6 light, 14 lightning (59 total damage).
Arcane blade's Flame hits Krog Feel Fine for 20 fire damage.
Burning from Arcane blade hits Krog Feel Fine for 13 fire damage.
Krog Feel Fine uses Infusion: Wild.
Krog Feel Fine stops burning.
Krog Feel Fine is cured!
Krog Feel Fine lessens the pain.
Krog Feel Fine uses Infusion: Regeneration.
Krog Feel Fine starts regenerating health quickly.
You have deflected 2 incoming damage!
Arcane blade casts Flame.
Arcane blade hits Krog Feel Fine for (2 deflected), 32 physical, 5 light (37 total damage).
Melee retaliation hits Arcane blade for 4 cold damage.
Arcane blade's Flame hits Krog Feel Fine for 17 fire damage.
Krog Feel Fine the level 6 krog doomed was burnt to death by an arcane blade on level 1 of Derth (Southeast).
































































