









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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:
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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
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Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Shalore |
Class | Necromancer |
Level / Exp | 7 / 46% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 34 (base 30) |
Dexterity | 34 (base 30) |
Constitution | 38 (base 30) |
Magic | 38 (base 30) |
Willpower | 34 (base 30) |
Cunning | 31 (base 30) |
Resources
Life | 751/751 |
Mana | 342/342 |
Soul | 19/19 |
Healing Factor | 1.3119230769231 |
Regeneration | 17.382980769231 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +55% |
Spell | +200% |
Global | +130% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 56.776535395638 |
See Invisible | 56.776535395638 |
Offense: Mainhand
Damage | 28 |
Accuracy | 41 |
Crit Chance | 9% |
APR | 64 |
Speed | 0.33 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 14% |
Speed | 0.33333333333333 |
Cooldown Reduction | 11.7 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 9% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +18% |
Blight | +12% |
Arcane | +19% |
Cold | +15% |
Physical | +20% |
Darkness | +19% |
Light | +22% |
Temporal | +22% |
Lightning | +35% |
Mind | +18% |
Fire | +21% |
Nature | +12% |
Offense: Damage Penetration
Acid | +22% |
Blight | +12% |
Arcane | +12% |
Cold | +12% |
Physical | +12% |
Darkness | +12% |
Light | +12% |
Temporal | +12% |
Lightning | +27% |
Mind | +12% |
Fire | +27% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 70 (92%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 58 |
Mental Save | 57 |
Defense: Resistances
Acid | + 31%(100%) |
Blight | + 36%(100%) |
Arcane | + 29%(100%) |
Cold | + 29%(100%) |
All | + 19%(100%) |
Physical | + 33%(100%) |
Lightning | + 47%(100%) |
Light | + 41%(100%) |
Temporal | + 29%(100%) |
Mind | + 40%(100%) |
Darkness | + 34%(100%) |
Fire | + 29%(100%) |
Nature | + 29%(100%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (533 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Animus | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Necrotic Aura |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lost sun paladin from death by black crystal. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +4 Wil Changes resistances: +3% acid Changes resistances penetration: +10% lightning Changes damage: +6% mind / +3% acid 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 Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +5 Con Changes resistances: +5% physical / +7% darkness / +15% light Changes resistances penetration: +10% acid / +15% fire Changes damage: +8% physical / +7% darkness / +9% fire / +7% arcane / +10% light Maximum hate: +7.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 7 cooldown : Effective talent level: 7.5 Power cost: 7 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 32 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 7 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning / +3% blight Changes damage: +11% lightning Reduces incoming crit damage: 15.00% Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight Changes damage: +3% acid Life regen: +1.00 Spellpower: +5 (+2 eff.) Healing mod.: +11% A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +5% lightning Changes damage: +12% lightning / +3% cold / +10% temporal Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 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 | ![]() 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 33% Physical save: +5 (+1 eff.) Spellpower: +10 (+4 eff.) Spell crit. chance: +1% 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 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
Inventory
![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 Activation costs 124 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. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By Ertilala the Shalore Necromancer level 4
76th Pyre 122nd year of Ascendancy at 05:37 see stats
By Ertilala the Shalore Necromancer level 2
74th Pyre 122nd year of Ascendancy at 21:11 see stats
Log
You gain 0.90 gold from the transmogrification of arcing quiver of elm arrows of accuracy (12/12, 13-18.2 power, 5 apr).
You gain 1.00 gold from the transmogrification of iron plate armour (0 def, 7 armour).
You gain 1.61 gold from the transmogrification of mindwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour).
You gain 5.95 gold from the transmogrification of restful rough leather gloves of strength (+2) (0 def, 1 armour).
You gain 0.97 gold from the transmogrification of radiant rough leather gloves (0 def, 1 armour).
You gain 0.25 gold from the transmogrification of iron gauntlets (0 def, 1 armour).
You gain 5.21 gold from the transmogrification of pair of iron boots 'Eilinyrewen' (0 def, 3 armour).
You gain 0.25 gold from the transmogrification of pair of iron boots (0 def, 3 armour).
You gain 2.91 gold from the transmogrification of insulating pair of rough leather boots of tirelessness (0 def, 1 armour).
You gain 20.32 gold from the transmogrification of Chargebutcher the pair of rough leather boots (5 def, 1 armour).
You gain 0.02 gold from the transmogrification of linen robe (0 def, 0 armour).
You gain 11.29 gold from the transmogrification of Aerenor (2 def, 2 armour).
You gain 4.20 gold from the transmogrification of balanced iron waraxe of paradox (10-14 power, 2 apr).
You gain 2.64 gold from the transmogrification of balanced iron waraxe of massacre (17.5-24.5 power, 2 apr).
You gain 0.25 gold from the transmogrification of elm starstaff (10-12 power, 2 apr, light element).
You gain 1.91 gold from the transmogrification of earthen elm vilestaff of might (10-12 power, 2 apr, fire element).
You gain 2.21 gold from the transmogrification of cruel elm starstaff (10-12 power, 2 apr, light element).
You gain 4.25 gold from the transmogrification of cruel ash vilestaff of illumination (15-18 power, 3 apr, acid element).
You gain 4.63 gold from the transmogrification of Nerymina the Lustrebright (10-12 power, 2 apr, lightning element).
You gain 6.00 gold from the transmogrification of Blizzardlace (18-25.2 power, 2 apr).
You gain 1.56 gold from the transmogrification of flaming steel longsword of massacre (19.5-27.3 power, 3 apr).
You gain 1.20 gold from the transmogrification of ranger's elm longbow.
You gain 0.45 gold from the transmogrification of iron greatsword of massacre (23-36.8 power, 1 apr).
You gain 0.25 gold from the transmogrification of iron greatmaul (17.5-26.25 power, 1 apr).
You gain 0.95 gold from the transmogrification of arcing iron dagger of massacre (15-19.5 power, 5 apr).
You gain 6.52 gold from the transmogrification of Jetspitter the iron dagger (9.5-12.35 power, 5 apr).
You gain 1.11 gold from the transmogrification of healing infusion of the titan (heal 116; cd 10).
You gain 0.63 gold from the transmogrification of healing infusion (heal 44; cd 12).
There is a previous level here (press '' or right click to use).
Ertilala deactivates Necrotic Aura.