










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Hulk! 1.4.8 Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Adventuring Party 1.7.4Tired 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. |
Campaign | Infinite |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Anorithil |
Level / Exp | 42 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 25 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 20 (base 10) |
Magic | 76 (base 60) |
Willpower | 86 (base 45) |
Cunning | 71 (base 60) |
Resources
Life | 938/938 |
Positive | 179/179 |
Negative | 166/182 |
Healing Factor | 1.4933029999905 |
Regeneration | 0.37332574999763 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | -6.6613381477509E-14% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 4 |
Offense: Mainhand
Damage | 40 |
Accuracy | 20 |
Crit Chance | 23% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 65% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Fire | +40% |
Darkness | +29% |
Light | +152% |
Temporal | +10% |
Cold | +15% |
Physical | +10% |
Mind | +10% |
All | 0% |
Offense: Damage Penetration
Light | +20% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 33 (45%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 50 |
Mental Save | 46 |
Defense: Resistances
Arcane | + 32%( 70%) |
Cold | + 19%( 70%) |
All | + 9%( 70%) |
Darkness | + 31%( 70%) |
Light | + 39%( 70%) |
Temporal | + 14%( 70%) |
Physical | + 29%( 70%) |
Fire | + 9%( 70%) |
Mind | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 50% |
Disarm Resistance | 39% |
Instadeath Resistance | 100% |
Blind Resistance | 65% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 504 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 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: 2.5 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
Celestial / Eclipse | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Glyphs | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Celestial / Twilight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Adventure / Partner | 1.00 |
| 1/15 |
| 1/31 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
Celestial / Hymns | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Race / Higher | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Chant of Fortress |
talent | Hymn of Perseverance |
beneficial effect | Increases the effectiveness of all healing the target receives by 41%. Empowered Healing |
beneficial effect | The target is surrounded by a magical shield, absorbing 374/374 damage before it crumbles. Damage Shield |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
Quests
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag / +2 Wil Spellpower: +4 (+1 eff.) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Str / +8 Wil Changes resistances: +5% cold / +8% darkness / +6% temporal Changes damage: +7% mind / +8% light Damage affinity(heal): +5% light Light radius: +6 Infravision radius: +3 Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 6.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 5, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 564.57 light damage. At talent level 3 you gain 43% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +1 Str / +6 Wil / +5 Cun / +4 Con Changes damage: +10% temporal / +10% light / +10% physical / +3% mind / +14% darkness Critical mult.: +10.00% Mental save: +24 (+8 eff.) Mana each turn: +0.32 Maximum psi: +20.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 167 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 30 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+8 eff.) Defense: +15 (+6 eff.) Damage (Melee): 21 light Damage (Ranged): 28 light Changes stats: +4 Mag / +7 Wil / +3 Con Changes damage: +15% light / +12% fire Stamina each turn: +3.00 Hate when firing a critical mind attack: +5.00 Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +5 Mag / +9 Wil / +4 Cun Changes resistances: +3% mind Damage against: +22% Summoned Reduced damage from: +20% Summoned Physical save: +6 (+2 eff.) Mana when firing critical spell: +1.00 Maximum life: +64.00 Maximum mana: +47.00 Maximum stamina: +33.00 Maximum hate: +13.00 Maximum psi: +21.00 Maximum vim: +23.00 Maximum pos.energy: +26.00 Maximum neg.energy: +29.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Reduces paradox anomalies(equivalent to willpower): +10 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 39.0 - 46.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +7 (+3 eff.) Changes resistances: +6% cold Maximum wards: +2 light Changes resistances penetration: +20% light Changes damage: +51% light / +15% cold Talents granted: +4 Ward +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +19 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 14 light Changes stats: +4 Str / +4 Wil / +3 Con Changes resistances: +12% light Changes damage: +8% light Talent mastery: +0.20 Technique / Grappling Disarm immunity: +39% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +21% light / +9% all Changes damage: +26% light / +8% darkness Spellpower: +6 (+1 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +16% darkness Changes resistances penetration: +10% darkness Changes damage: +7% darkness Stealth bonus: +14 Spell crit. chance: +5% 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 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +25 (+9 eff.) Changes stats: +7 Str Changes damage: +6% light Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Inventory
![]() 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.(139 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Achievements
Log
Tempus activates Weapon Folding.
Character control switched to Acid Mage.
Light mage activates Chant of Fortress.
Light mage activates Hymn of Perseverance.
Acid Mage receives 51 healing from Light mage's healing light area effect.
Lighting Mage receives 50 healing from Light mage's healing light area effect.
Rogo receives 55 healing from Light mage's healing light area effect.
Necro receives 65 healing from Light mage's healing light area effect.
Pyromancer receives 50 healing from Light mage's healing light area effect.
Dark Mage receives 49 healing from Light mage's healing light area effect.
Light mage receives 51 healing from Light mage's healing light area effect.
Tempus receives 48 healing from Light mage's healing light area effect.
Character control switched to Light mage.
Acid Mage receives 51 healing from Light mage's healing light area effect.
Lighting Mage receives 50 healing from Light mage's healing light area effect.
Something receives 55 healing from Light mage's healing light area effect.
Necro receives 65 healing from Light mage's healing light area effect.
Pyromancer receives 50 healing from Light mage's healing light area effect.
Dark Mage receives 49 healing from Light mage's healing light area effect.
Light mage receives 51 healing from Light mage's healing light area effect.
Tempus receives 48 healing from Light mage's healing light area effect.
Talent Glyphs is ready to use.
Light mage deactivates Chant of Fortress.
Light mage activates Chant of Fortress.
Light mage deactivates Hymn of Perseverance.
Light mage activates Hymn of Perseverance.
Dark Mage vanishes from sight.
The furious lightning storm around Lighting Mage calms down and disappears.