










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Verdant Class Pack 1.6.6Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Exponential Leveling For Adventuring Party 1.5.5Exponential Leveling Add-on made by ErrantNyles, with tweaks by Felix from Steam to make it compatible with Adventuring Party. Tweaks made by me to not earn some of the rewards that are given in Campaign mode. Haven't updated it fully yet to not give said rewards in other modes Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.6.0Combines 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Infinite |
Mode | Normal Roguelike |
Sex | Male |
Race | Shalore |
Class | Corruptor |
Level / Exp | 50 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 66 (base 60) |
Dexterity | 71 (base 60) |
Constitution | 66 (base 60) |
Magic | 80 (base 60) |
Willpower | 96 (base 60) |
Cunning | 64 (base 60) |
Resources
Life | 981/1171 |
Vim | 199/199 |
Healing Factor | 1.3559322033898 |
Regeneration | 0.37966101694914 |
Speed
Mental | +10.3% |
Attack | +0.29999999999999% |
Movement | +1.2% |
Spell | +0.29999999999999% |
Global | +121.08453708906% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 68.806125894796 |
See Invisible | 78.806125894796 |
Offense: Mainhand
Damage | 53 |
Accuracy | 46 |
Crit Chance | 41% |
APR | 6 |
Speed | 0.91 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 60% |
Speed | 0.99700897308076 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 29% |
Speed | 0.99700897308076 |
Offense: Damage Bonus
Acid | +2% |
Physical | -15% |
Nature | -2% |
Blight | +64% |
Arcane | +17% |
Fire | -14% |
All | -24% |
Offense: Damage Penetration
Light | +5% |
Blight | +10% |
Arcane | +40% |
Physical | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 31 (30%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 0 |
Physical Save | 8 |
Spell Save | 31 |
Mental Save | 3 |
Defense: Resistances
Acid | + 43%( 70%) |
Blight | + 5%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 54%( 70%) |
All | + 2%( 70%) |
Darkness | + 37%( 70%) |
Light | + 24%( 70%) |
Temporal | + 30%( 70%) |
Lightning | + 55%( 70%) |
Fire | + 70%( 70%) |
Nature | + 55%( 70%) |
Defense: Immunities
Pinning Resistance | 44% |
Confusion Resistance | 20% |
Silence Resistance | 26% |
Knockback Resistance | 44% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 547 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Corruption / Sanguisuge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Adventure / Partner | 1.00 |
| 1/50 |
| 1/50 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
Corruption / Curses | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Adventure Friendly Fire Disabler |
talent | Blood Vengeance |
talent | Dark Ritual |
talent | Bone Shield |
talent | Flame of Urh'Rok |
talent | Blood Fury |
talent | Absorb Life |
talent | Overkill |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 25% feedback damage from all damage done. Empathic Hex |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target's blight and acid damage is increased by 26%. Bloodfury |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is cursed, reducing defence and all saves by 52. Curse of Defenselessness |
detrimental effect | The target is cursed, taking 112.43 darkness damage per turn and preventing natural life regeneration. Curse of Death |
detrimental effect | The target is cursed, reducing all damage done by 24%. Curse of Impotence |
Quests
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +16 (+8 eff.) Damage when hit (Melee): 6 nature Changes stats: +6 Con / +6 Wil Changes resistances penetration: +10% blight / +10% physical / +20% arcane Critical mult.: +15.00% Spellpower: +13 (+4 eff.) Spell crit. chance: +2% Mindpower: +8 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight / 10 fire Changes resistances: +3% light Changes resistances penetration: +5% light Changes damage: +12% blight Maximum life: +45.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +5% Changes stats: +8 Mag / +7 Wil Changes resistances: +7% all Changes damage: +20% blight / +20% arcane Physical save: +15 (+13 eff.) Spell crit. chance: +4% A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Dex Changes resistances: +3% blight / +12% cold / +7% arcane Spell save: +9 (+5 eff.) Silence immunity: +26% Confusion immunity: +20% Infravision radius: +1 It can be used to sting an enemy dealing 547 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Heal for 98. * Gain a 40% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 arcane Changes resistances: +44% nature Changes resistances penetration: +20% arcane Changes damage: +22% nature / +6% arcane Maximum encumbrance: +22 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +29% acid / +30% fire / +27% lightning / +29% cold Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +6% acid / +11% temporal / +7% cold / +8% fire / +20% lightning A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +8.0% Physical power: +11 (+3 eff.) Armour: +9 Defense: +8 (+4 eff.) Maximum wards: +3 blight Changes damage: +30% blight Talents granted: +4 Ward +1 Command Staff Spellpower: +23 (+6 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 15 power out of 24/24) : Effective talent level: 2.0 Power cost: 15 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 164.73 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+11 eff.) Blindness immunity: +50% Spellpower: +30 (+8 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +7% acid / +19% light / +18% fire / +7% lightning / +5% cold Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Damage when hit (Melee): 4 arcane / 2 light Changes stats: +8 Str / +9 Dex / +11 Wil Changes resistances: +18% temporal Changes damage: +15% arcane / +9% physical Pinning immunity: +44% Knockback immunity: +44% Maximum vim: +20.00 Spell crit. chance: +4% Combat speed: +10% Amulets can have magical properties. |
Inventory
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+8 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+3 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Achievements
Log
Dresden Morrigan deactivates Rain of Fire.
Dresden Morrigan returns to normal.
Dresden Morrigan is free from the acid.
Dresden Morrigan deactivates Through The Crowd.
Dresden Morrigan deactivates Osmosis Shield.
Dresden Morrigan deactivates Corruption of the Doomed.
Dresden Morrigan deactivates Tale of Destruction.
Dresden Morrigan deactivates Flame of Urh'Rok.
Dresden Morrigan deactivates Bleak Outcome.
Dresden Morrigan deactivates Shattered Mind.
Dresden Morrigan deactivates Overkill.
Dresden Morrigan is no longer influenced by the Spellblaze.
Dresden Morrigan's weapon looks less threatening.
Dresden Morrigan deactivates Hardened Core.
Dresden Morrigan deactivates Daunting Presence.
Dresden Morrigan has finished recovering.
Faelin Darkblood deactivates Flame of Urh'Rok.
Faelin Darkblood deactivates Bone Shield.
Faelin Darkblood deactivates Dark Ritual.
Faelin Darkblood deactivates Through The Crowd.
Faelin Darkblood is no longer cursed.
Faelin Darkblood is no longer cursed.
Faelin Darkblood deactivates Adventure Friendly Fire Disabler.
Faelin Darkblood deactivates Absorb Life.
Faelin Darkblood deactivates Blood Vengeance.
Faelin Darkblood deactivates Blood Fury.
Faelin Darkblood deactivates Adventure Control.
Faelin Darkblood is no longer cursed.
Faelin Darkblood deactivates Overkill.
Faelin Darkblood is free from the hex.