











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6This 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 Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. 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.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Writhing One |
Level / Exp | 10 / 61% |
Size | small |
Lifes / Deaths | Killed by Adura the degenerated skeleton archer at level 10 on the 3rd Mirth 122nd year of Ascendancy at 11:07 / 1 |
Primary Stats
Strength | 26 (base 27) |
Dexterity | 15 (base 10) |
Constitution | 14 (base 13) |
Magic | 30 (base 29) |
Willpower | 16 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | -91/295 |
Insanity | 12/100 |
Healing Factor | 1.1326086956522 |
Regeneration | 0.28315217391304 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 30.309282481023 |
See Invisible | 37.309282481023 |
Offense: Mainhand
Damage | 40 |
Accuracy | 24 |
Crit Chance | 25% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Nature | +5% |
Acid | +14% |
Light | +12% |
Temporal | +3% |
Darkness | +3% |
Mind | +12% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Lightning | +15% |
Fire | +10% |
Light | +5% |
Defense: Base
Armour (hardiness) | 11.118138619369 (56.923076923077%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 9 |
Physical Save | 42 |
Spell Save | 32 |
Mental Save | 32 |
Defense: Resistances
Acid | + 16%( 70%) |
Light | + 12%( 70%) |
Darkness | + 3%( 70%) |
Nature | + 25%( 70%) |
Physical | + 8%( 70%) |
Lightning | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 40% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 10% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 250 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
beneficial effect | The target's luck and cunning combine to grant it 20% higher critical chance and 20 saves. Halflings's Luck |
detrimental effect | The target is on fire, taking 17.93 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 | The target has 50% chance to evade melee and ranged attacks and gains 3 defense. Evasion |
Quests
You failed to protect the injured seer from death by Poroda the green mold. Escort: injured seer (level 2 of Trollmire) | 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 |
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 Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% darkness Res.pen +15% lightning ----- def ----- Armour +3 Fatigue -3% Resists +3% lightning +3% darkness Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +11% acid Res.pen +5% physical Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +16% acid +2% physical A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Cun dps ---------- Mind.pwr +5 (+3 eff.) Acc +4 (+2 eff.) ----- def ----- Resists +6% light Mind.save +6 (+3 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +12% light +3% acid Res.pen +5% light ----- def ----- Resists +3% light Phys.save +6 (+2 eff.) A belt that goes around your waist. |
Main armor | ![]() 14.0 T1 heavy armor [Rare] Master While equipped: dps ---------- Mind.pwr +20 (+9 eff.) Dmg.mod +12% mind +6% fire Melee Ret 4 fire ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +3% lightning +6% physical Phys.save +11 (+4 eff.) A suit of armour made of mail. |
In main hand | ![]() 3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage Blunt and deadly. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +9% nature +6% lightning Phys.save +9 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Light +3 See.Stealth +8 See.Invis +6 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Dmg.mod +3% fire +3% temporal Res.pen +10% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% nature Spell.save +7 (+3 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +3% lightning +3% light Heal.mod +10% Blind- +10% Cut- +40% Pinning- +10% ---------- misc See.Invis +9 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 163 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +20% Amulets can have magical properties. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Dmg.mod +11% darkness ----- def ----- Defense +5 (+5 eff.) Resists +16% darkness +9% all Mind.save +31 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% blight A cap made of leather. |
![]() 3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T1 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% Max.HP +24.00 A suit of armour made of mail. |
![]() 14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 74.02 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 74.02 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +5 See.Stealth +5 See.Invis +5 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. |
![]() 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. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ryo the Halfling Writhing One level 10
1st Mirth 122nd year of Ascendancy at 22:29 see stats
Log
Ryo evades Adura the degenerated skeleton archer.
Adura the degenerated skeleton archer steals life from Ryo!
Adura the degenerated skeleton archer hits Ryo for 13 physical, 12 fire (25 total damage).
Melee retaliation hits Adura the degenerated skeleton archer for 2 fire damage.
Ryo hits Adura the degenerated skeleton archer for 3 healing, 3 healing (0 total damage) [6 healing].
Burning Shock from Adura the degenerated skeleton archer hits Ryo for 19 fire damage.
Burning from Adura the degenerated skeleton archer hits Ryo for 11 fire damage.
--------------------------------
Ryo casts Carrion Feet.
Adura the degenerated skeleton archer activates Hymn of Shadows.
Adura the degenerated skeleton archer deactivates Hymn of Detection.
Adura the degenerated skeleton archer casts Searing Light.
Ryo is not stunned anymore.
Burning from Adura the degenerated skeleton archer hits Ryo for 11 fire damage.
Adura the degenerated skeleton archer hits Ryo for 54 light damage.
--------------------------------
Ryo casts Decayed Devourers.
Adura the degenerated skeleton archer's light area effect hits Ryo for 27 light damage.
Adura the degenerated skeleton archer casts Moonlight Ray.
Adura the degenerated skeleton archer hits Ryo for 101 darkness damage.
Adura the degenerated skeleton archer hits Decaying devourer for 94 darkness damage.
Adura the degenerated skeleton archer hits Decaying devourer for 94 darkness damage.
Ryo the level 10 halfling writhing one was shadowed to death by Adura the degenerated skeleton archer on level 2 of Ruins of Kor'Pul.
--------------------------------
Ryo deactivates Chaos Orbs.
Ryo's awareness returns to normal.
Ryo stops burning.
Ryo is no longer evading attacks.