








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Select your Escorts 1.5.10Allows 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 1.5.0Official 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! Forbidden Cults 1.5.9Official 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.
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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Alchemist |
Level / Exp | 8 / 46% |
Size | medium |
Lifes / Deaths | Killed by Siloma the degenerated skeleton warrior at level 8 on the 1st Mirth 122nd year of Ascendancy at 23:38 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 20 (base 20) |
Magic | 32 (base 32) |
Willpower | 15 (base 11) |
Cunning | 10 (base 10) |
Resources
Life | -5/207 |
Mana | 137/144 |
Healing Factor | 1.078947368421 |
Regeneration | 13.217105263158 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 38 |
Accuracy | 4 |
Crit Chance | 2% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +4% |
Fire | +17% |
Cold | +21% |
Offense: Damage Penetration
Cold | +8% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 4 (32%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 1 |
Physical Save | 13 |
Spell Save | 16 |
Mental Save | 8 |
Defense: Resistances
Blight | + 5%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 38%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Temporal | + 5%( 70%) |
Mind | + 6%( 70%) |
Fire | + 5%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 5% |
Inscriptions (3/3)
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 95 damage for 3 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Explosive admixtures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Flame Infusion |
detrimental effect | The target is on fire, taking 19.12 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 |
Equipment
Quiver | ![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
On feet | ![]() 2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A pair of boots made of leather. |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +5% blight +7% cold +5% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Main armor | ![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+9 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
On hands | ![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +6% lightning +6% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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 | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold Res.pen +5% nature ----- def ----- Defense +1 (+1 eff.) Resists +16% cold +6% nature +5% arcane Blind- +5% Confus- +10% A pointy cloth hat, very wizardly... |
In main hand | ![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% fire ----- def ----- Armour +2 Hardiness +2% Phys.save +3 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 45 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 111% Range: 1.3x Uses 55% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+17 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Ranged+ +9 lightning While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +14% lightning Acc +9 (+9 eff.) Longbows are used to shoot arrows at your foes. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +10% fire Melee Ret 12 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +9% fire A pointy cloth hat, very wizardly... |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Osashalen the Cornac Alchemist level 7
78th Pyre 122nd year of Ascendancy at 19:36 see stats
Log
Siloma the degenerated skeleton warrior's Flame hits Osashalen for 40 fire damage.
Burning from Siloma the degenerated skeleton warrior hits Osashalen for 13 fire damage.
Siloma the degenerated skeleton warrior casts Lightning.
Siloma the degenerated skeleton warrior hits Osashalen for 45 lightning damage.
Burning from Siloma the degenerated skeleton warrior hits Osashalen for 13 fire damage.
Burning from Siloma the degenerated skeleton warrior hits Osashalen for 13 fire damage.
Osashalen stops burning.
Osashalen stops regenerating health quickly.
Talent Rune: Shielding is ready to use.
There is a next level here (press '' or right click to use).
Talent Infusion: Regeneration is ready to use.
Ran for 2 turns (stop reason: hostile spotted to the north (Siloma the degenerated skeleton warrior - offscreen)).
Siloma the degenerated skeleton warrior casts Flame.
Osashalen uses Infusion: Regeneration.
Osashalen starts regenerating health quickly.
Osashalen is on fire!
Siloma the degenerated skeleton warrior's Flame hits Osashalen for 40 fire damage.
Burning from Siloma the degenerated skeleton warrior hits Osashalen for 13 fire damage.
Siloma the degenerated skeleton warrior casts Lightning.
Saving game...