









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. 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:
High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Quick Drown NPCs AOE 1.5.10 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:
Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | High Guard |
| Level / Exp | 12 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by Zubonn the bandit at level 12 on the 11st Dusk 122nd year of Ascendancy at 15:33 / 1 |
Primary Stats
| Strength | 33 (base 30) |
| Dexterity | 18 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 38 (base 34) |
| Willpower | 12 (base 11) |
| Cunning | 15 (base 10) |
Resources
| Life | -109/292 |
| Mana | 129/167 |
| Healing Factor | 1.1783870967742 |
| Regeneration | 0.29459677419356 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -25% |
| Spell | 0% |
| Global | +96.153846153846% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 36 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 30.954564093455 (73.452380952381%) |
| Defense | 19 |
| Ranged Defense | 23 |
| Fatigue | 53 |
| Physical Save | 22 |
| Spell Save | 26 |
| Mental Save | 35 |
Defense: Resistances
| Nature | + 18%( 70%) |
| Lightning | + 10%( 70%) |
| Light | -7%( 70%) |
| Darkness | + 8%( 70%) |
| Blight | + 12%( 70%) |
| Mind | + 7%( 70%) |
| Fire | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 19% |
| Bleed Resistance | 50% |
| Silence Resistance | 19% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 5% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 121 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 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 208 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Sorcerous might | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Battle channeling | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Battlemage | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Phasing | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Magical assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Medic | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blinkguard |
| talent | Defensive Posture |
| detrimental effect | The target is on fire, taking 28.79 fire damage per turn. Burning |
| detrimental effect | Reduces global action speed by 4%. Slow |
| detrimental effect | The target is channeling one or more battle rite(s), slowing movement by 25%. Channeling Focus |
| beneficial effect | The target has magically enhanced defenses, allowing them to Block fire damage with a shield. Magical Defense |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | Huge cut that bleeds, doing 2.12 physical damage per turn. Bleeding |
| beneficial effect | The target is empowered by energy stored in their ensorcelled shield, increasing physical and spell power by 15 and spell range by 1. Sorcerous Might |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic 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 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | 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
| On hands | Adurira the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Damage when hit (Melee): 8 mind Changes stats: +3 Str / +1 Con Changes resistances: +6% nature Changes damage: +3% nature Infravision radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Kiruirek (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +6% light Spell save: +9 (+5 eff.) Blindness immunity: +5% Disease immunity: +5% Stun/Freeze immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Around neck | grounding steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning Cut immunity: +50% Stun/Freeze immunity: +24% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 130 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | cruel yew darkstaff (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| Main armor | Yvuwyn the dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 13 physical Changes stats: +1 Dex / +3 Cun / +5 Con Changes resistances: +7% mind / +5% fire / -13% light / +8% darkness Reduces incoming crit damage: 15.00% Physical save: +7 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +22 (+9 eff.) Spellpower on spell critical (stacks up to 3 times): +2 A suit of armour made of mail. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
| Cloak | linen cloak 'Xama' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Dex / +4 Mag / +1 Wil / +2 Cun Grants telepathy: Humanoid/Orc Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In off hand | reinforced dwarven-steel shield of purity (8 def, 6 armour, 30-36 power, 122 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Mastery: Arcane Guardian Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +122 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +12% nature / +12% blight Talent granted: +3 Block Handheld deflection devices. |
Inventory
2 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. |
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 (1/1)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 25 power out of 25/25. 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. |
2 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. |
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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mr. Black the Cornac High Guard level 10
5th Flare 122nd year of Ascendancy at 11:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mr. Black the Cornac High Guard level 9
1st Mirth 122nd year of Ascendancy at 15:12 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mr. Black the Cornac High Guard level 9
2nd Flare 122nd year of Ascendancy at 23:28 see stats
Log
Betugatta the giant venus flytrap's Blocking is disrupted by Magical Malady!
Betugatta the giant venus flytrap is less thorny now.
Betugatta the giant venus flytrap's Thorny Skin is disrupted by Magical Malady!
Betugatta the giant venus flytrap's ability to use Transcendent Pyrokinesis is obstructed!
Betugatta the giant venus flytrap hits Mr. Black for (12 warded), 0 acid, (11 warded), 0 fire, (3 warded), 0 arcane, (12 warded), 0 acid, (11 warded), 0 fire, (3 warded), 0 arcane (0 total damage).
Mr. Black hits Betugatta the giant venus flytrap for (13 blocked), 0 physical, (4 to psi shield), 3 nature, 51 darkness, (4 to psi shield), 2 nature (56 total damage).
Mr. Black is suffering less.
Talent Block is ready to use.
Burning from Zubonn the bandit hits Mr. Black for (20 warded), 5 fire (5 total damage).
Mr. Black resists the mind attack!
Betugatta the giant venus flytrap resists the mind attack!
Zubonn the bandit casts Manathrust.
Zubonn the bandit hits Mr. Black for (20 warded), 77 arcane (77 total damage).
Betugatta the giant venus flytrap's Beyond the Flesh hits Mr. Black for 10 physical, (9 warded), 0 temporal, (9 warded), 0 nature, 3 mind, (6 warded), 0 acid, (6 warded), 0 fire, (5 warded), 0 cold, 13 physical, (9 warded), 0 lightning (26 total damage).
Mr. Black hits Betugatta the giant venus flytrap for 3 mind, (7 to psi shield), 5 physical (8 total damage).
Betugatta the giant venus flytrap uses Telekinetic Smash.
Mr. Black starts to bleed.
Betugatta the giant venus flytrap resists the mind attack!
Mr. Black resists the mind attack!
Mr. Black hits Betugatta the giant venus flytrap for 7 mind, (7 to psi shield), 5 physical, 3 mind, (7 to psi shield), 5 physical, 7 mind, (7 to psi shield), 5 physical (30 total damage).
Betugatta the giant venus flytrap hits Mr. Black for 21 physical, (7 warded), 0 nature, (7 warded), 0 temporal, (6 warded), 0 acid, (6 warded), 0 fire, (5 warded), 0 cold, 13 physical, (9 warded), 0 lightning, 8 physical, (6 warded), 0 acid, (6 warded), 0 fire, (5 warded), 0 cold, 13 physical, (9 warded), 0 lightning, 9 physical, (9 warded), 0 temporal, (9 warded), 0 nature, 3 mind, (6 warded), 0 acid, (6 warded), 0 fire, (5 warded), 0 cold, 13 physical, (9 warded), 0 lightning (80 total damage).
Mr. Black casts Phase.
Mr. Black uses Block.
Talent Phase Strike is ready to use.
Bleeding from Betugatta the giant venus flytrap hits Mr. Black for (2 blocked), 0 physical (0 total damage).
Burning from Zubonn the bandit hits Mr. Black for (29 blocked), 0 fire (0 total damage).
Zubonn the bandit casts Lightning.
Zubonn the bandit's spell attains critical power!
Saving game...


































