






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Extra Dungeons Fixed 1.5.5Makes certain locations accessible to all characters. More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Zephyr 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. Extra Dungeons 1.5.5In 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: Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Harbinger 1.5.5 Afflicted Dars 1.5.5Dars subclss for afflicted Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Dreamelf 1.5.5 Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Additional Randart Properties 1.5.5 White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 2 / 41% |
Size | medium |
Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 2 on the 4th Mirth 122nd year of Ascendancy at 11:35 / 1 |
Primary Stats
Strength | 19 (base 19) |
Dexterity | 14 (base 14) |
Constitution | 14 (base 14) |
Magic | 23 (base 23) |
Willpower | 14 (base 14) |
Cunning | 14 (base 14) |
Resources
Life | -19/128 |
Mana | 42/87 |
Stamina | 62/89 |
Healing Factor | 1.0326086956522 |
Regeneration | 0.25815217391305 |
Speed
Mental | +1% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 25 |
Accuracy | 22 |
Crit Chance | 5% |
APR | 2 |
Speed | 0.99 |
Offense: Offhand
Damage | 11 |
Accuracy | 22 |
Crit Chance | 6% |
APR | 5 |
Speed | 0.99 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Cold | +23% |
Defense: Base
Armour (hardiness) | -1.9192478894553 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 6 |
Physical Save | 12 |
Spell Save | 13 |
Mental Save | 10 |
Defense: Resistances
Blight | -12%( 58%) |
Cold | + 34%( 88%) |
Nature | + 34%( 88%) |
Defense: Immunities
Poison Resistance | 17% |
Instadeath Resistance | 100% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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. |
Class Talents
Spell / Healing Waters | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Riptide | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / One With the Sea | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Weapons Master | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.50 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Element of Life |
talent | Eldritch Combat |
talent | Frost Infusion |
detrimental effect | The target has been dominated. It is unable to move and has lost 5 armor and 7 defense. Attacks from Ben Cruthdar, the Cursed gain 26% damage penetration. Dominated |
detrimental effect | Your strength is fading, causing you to take 6.65 damage each turn. Fading |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within13 lumberjacks have died. | active |
Equipment
Main armor | ![]() Requires: - Magic 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
On hands | ![]() Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Cun, 13% Str, 80% Mag, 13% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | ![]() Requires: - Magic 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 15% Str, 90% Mag, 15% Dex Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% This is a bardic weapon. Sharp, short and deadly. |
In main hand | ![]() Requires: - Magic 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stats: 100% Mag, 33% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Light source | ![]() 2.00 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. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 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 630% for 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() creative vined mindstar (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Mind Mastery: Eldritch Body Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +7.00% Mindpower: +4 (+4 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. flaming steel rapier (14-19.6 power, 4 apr)flaming steel rapier (14-19.6 power, 4 apr) Requires: - Cunning 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 14.0 - 19.6 Uses stats: 13% Dex, 40% Mag, 60% Cun Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Crit. chance: +2.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire This is a bardic weapon. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
![]() cured leather sling of acid Requires: - Magic 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +7 acid When wielded/worn: Changes damage: +9% acid Slings are used to hurl stones or metal shots at your foes. |
![]() Yvavea the ash vilestaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +3% nature Changes resistances penetration: +8% darkness Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spell save: +9 (+8 eff.) Confusion immunity: +5% Mana each turn: +0.20 Maximum mana: +44.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() woollen robe of corrosion (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% acid Changes damage: +10% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() flaming steel shield of acid resistance (+16%) (6 def, 2 armour, 14.5-17.4 power, 44 block) Requires: - Magic 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stats: 100% Mag, 33% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +44 Burst (radius 1) on hit: +11 fire When wielded/worn: Armour: +2 Defense: +6 (+5 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 12 fire Changes resistances: +16% acid Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. sonic ash flute of massacre (15.5-18.6 power, 7 apr, sound damage)sonic ash flute of massacre (15.5-18.6 power, 7 apr, sound damage) Requires: - Magic 11 - Cunning 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: instrument / flute ; tier 2 Base power: 15.5 - 18.6 Uses stats: 10% Dex, 30% Mag, 60% Cun Damage type: Sound Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 sound This instrument will act as a bashing device. When wielded/worn: Changes resistances: +10% sound Mental save: +4 (+4 eff.) Mindpower: +4 (+4 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
![]() 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, 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. |
![]() 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), 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. |
Achievements
Log
Polar Sea Slayer casts Glacial Vapour.
Polar Sea Slayer's glacial vapour area effect hits Polar Sea Slayer for 10 cold damage.
Polar Sea Slayer's glacial vapour area effect hits Ben Cruthdar, the Cursed for (4 resist armour), 16 cold (16 total damage).
Ben Cruthdar, the Cursed uses Blindside.
Ben Cruthdar, the Cursed hits Polar Sea Slayer for (11 mitigated), 38 physical (38 total damage).
Ben Cruthdar, the Cursed receives 7 healing.
Polar Sea Slayer is dismayed!
Talent Erosion Bolt is ready to use.
Eroding away from Polar Sea Slayer hits Ben Cruthdar, the Cursed for (4 resist armour), 0 nature, (4 resist armour), 1 cold (1 total damage).
Fading hits Polar Sea Slayer for 3 damage.
Polar Sea Slayer uses Focused Strike.
Polar Sea Slayer hits Ben Cruthdar, the Cursed for (4 resist armour), 48 physical, (4 resist armour), 17 physical (65 total damage).
Eldritch Combat hits Polar Sea Slayer for 9 healing, 9 healing (0 total damage) [18 healing].
Polar Sea Slayer's glacial vapour area effect hits Polar Sea Slayer for 10 cold damage.
Polar Sea Slayer's glacial vapour area effect hits Ben Cruthdar, the Cursed for (4 resist armour), 16 cold (16 total damage).
Ben Cruthdar, the Cursed uses Dominate.
Polar Sea Slayer has been dominated!
Ben Cruthdar, the Cursed performs a melee critical strike against Polar Sea Slayer!
Polar Sea Slayer overcomes the dismay
Ben Cruthdar, the Cursed hits Polar Sea Slayer for (20 mitigated), 46 physical (46 total damage).
Eroding away from Polar Sea Slayer hits Ben Cruthdar, the Cursed for (4 resist armour), 3 nature, (4 resist armour), 4 cold (7 total damage).
Fading hits Polar Sea Slayer for 6 damage.
Polar Sea Slayer casts Erosion Bolt.
Polar Sea Slayer receives 9 healing.
Polar Sea Slayer's glacial vapour area effect hits Polar Sea Slayer for 10 cold damage.
Polar Sea Slayer's glacial vapour area effect hits Ben Cruthdar, the Cursed for (4 resist armour), 16 cold (16 total damage).
Ben Cruthdar, the Cursed uses Slash.
Saving game...