










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Select your Escorts 1.5.0Allows 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. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Reaver |
| Level / Exp | 12 / 41% |
| Size | big |
| Lifes / Deaths | Killed by Gludawe the dreaming fox at level 12 on the 26th Dusk 122nd year of Ascendancy at 03:22 / 1 |
Primary Stats
| Strength | 36 (base 26) |
| Dexterity | 13 (base 11) |
| Constitution | 16 (base 10) |
| Magic | 39 (base 37) |
| Willpower | 14 (base 11) |
| Cunning | 12 (base 10) |
Resources
| Life | -7/354 |
| Vim | 65/129 |
| Healing Factor | 0.35551820319508 |
| Regeneration | 0.088879550798769 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 17 |
| Crit Chance | 9% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 17 |
| Crit Chance | 11% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Fire | +9% |
| Physical | +12% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +9% |
| Fire | +30% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 61.08934837382 (81.030927835052%) |
| Defense | 16 |
| Ranged Defense | 22 |
| Fatigue | 27 |
| Physical Save | 28 |
| Spell Save | 29 |
| Mental Save | 9 |
Defense: Resistances
| Cold | + 5%( 70%) |
| Acid | + 21%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 9%( 70%) |
| Darkness | + 20%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 28%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Bleed Resistance | 10% |
| Disarm Resistance | 15% |
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 212 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 465% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Willful Tormenter |
| talent | Ruin |
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is poisoned, taking 14.80 nature damage per turn. Deadly Poison |
| detrimental effect | Huge cut that bleeds, doing 1.68 physical damage per turn. Bleeding |
| detrimental effect | The target's has a cursed wound, reducing healing by 69%. Cursed Wound |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 8. Bloodlust |
| detrimental effect | Do me trade is fed upon by Glorurimira the dreaming wolf. Fed Upon |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You abandoned lost sun paladin to death. Escort: weary adventurer (level 2 of Ruins of Kor'Pul) | failed |
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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Singewish' (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes resistances: +6% light / +15% fire Changes resistances penetration: +5% fire Changes damage: +3% fire Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | rough leather gloves 'Blazerupture' (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Damage when hit (Melee): 16 lightning Changes damage: +3% mind / +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Xerilelle the dwarven-steel helm (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Str Changes resistances: +5% cold / +7% fire Physical save: +10 (+5 eff.) Stun/Freeze immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Furnacebane the yew wand of conjuration [power 259] (9/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% fire / +9% temporal Changes resistances penetration: +25% fire Changes damage: +6% fire It can be used to fire a bolt of a random element with (base) damage 130 to 259, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
| On fingers | SootcutterInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes stats: +3 Con / +1 Wil Physical save: +6 (+3 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.08 Mental crit. chance: +1% Rings can have magical properties. |
| In main hand | glacial dwarven-steel greatmaul (43-64.5 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +12 ice When wielded/worn: Armour: +10 Changes resistances penetration: +10% cold Massive two-handed mauls. |
| Light source | Aerumnir the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Str / +3 Dex Physical save: +3 (+2 eff.) Disarm immunity: +15% Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| In off hand | dwarven-steel longsword of shearing (21-29.4 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +7 Changes resistances penetration: +9% physical Changes damage: +8% physical Sharp, long, and deadly. |
| Cloak | Eremoratar (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Changes stats: +3 Con / +4 Wil Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Emelogavea' (14 def, 17 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +14 (+9 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +24% Changes resistances: +21% acid / +5% arcane Reduces incoming crit damage: 10.00% Cut immunity: +10% Silence immunity: +15% A suit of armour made of metal plates. |
Inventory
biting gale rune (10 cold damage; freeze 3 turns with power 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 10.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel mail armour of Eyal (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Life regen: +1.70 Maximum life: +40.00 Healing mod.: +11% A suit of armour made of mail. |
5 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. |
iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (58 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Brandpain'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% fire Critical mult.: +10.00% Physical save: +6 (+3 eff.) Mental save: +3 (+3 eff.) Mental crit. chance: +1% Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By do me trade the Ogre Reaver level 12
19th Dusk 122nd year of Ascendancy at 19:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By do me trade the Ogre Reaver level 10
9th Flare 122nd year of Ascendancy at 12:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By do me trade the Ogre Reaver level 8
6th Flare 122nd year of Ascendancy at 02:48 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By do me trade the Ogre Reaver level 10
1st Dusk 122nd year of Ascendancy at 13:11 see stats
Log
Bleeding from Do me trade hits Gludawe the dreaming fox for 4 physical damage.
Gludawe the dreaming fox hits do me trade for 5 physical, 5 nature, 4 temporal, 5 physical (19 total damage).
do me trade hits Gludawe the dreaming fox for 5 lightning, 9 darkness, 5 lightning, 9 darkness (28 total damage).
Do me trade is poisoned!
Do me trade starts to bleed.
Gludawe the dreaming fox hits do me trade for 7 physical, 5 nature, 4 temporal, 6 physical (22 total damage).
do me trade hits Gludawe the dreaming fox for 5 lightning, 9 darkness, 5 lightning, 9 darkness (28 total damage).
Gludawe the dreaming fox stops bleeding.
Weakness Disease from Do me trade hits Gludawe the dreaming fox for 6 blight damage.
do me trade drains life from Gludawe the dreaming fox!
do me trade misses Gludawe the dreaming fox.
do me trade hits Gludawe the dreaming fox for 34 physical, 1 physical, 2 blight (37 total damage).
Gludawe the dreaming fox hits do me trade for 5 fire damage.
Do me trade calms down.
Do me trade feels pain again.
Bleeding from Gludawe the dreaming fox hits do me trade for 1 physical damage.
Deadly Poison from Gludawe the dreaming fox hits do me trade for 11 nature damage.
Gludawe the dreaming fox hits do me trade for 6 physical, 6 nature, 5 temporal, 5 physical (22 total damage).
do me trade hits Gludawe the dreaming fox for 5 lightning, 8 darkness, 5 lightning, 8 darkness (25 total damage).
Gludawe the dreaming fox is no longer pinned.
Gludawe the dreaming fox regains their energy.
Do me trade moves reluctantly!
Weakness Disease from Do me trade hits Gludawe the dreaming fox for 6 blight damage.
do me trade drains life from Gludawe the dreaming fox!
do me trade drains life from Gludawe the dreaming fox!
do me trade hits Gludawe the dreaming fox for (14 parried), 23 physical, 1 physical, 2 blight, 11 physical, 1 physical, 2 blight (40 total damage).
Gludawe the dreaming fox hits do me trade for 7 fire, 7 fire (13 total damage).
Saving game...





























































