











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | IndieRoyale Bonus 1.2.2 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:
Items Vault 1.5.0Donators/Buyers bonus! 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Dwarf |
Class | Possessor |
Level / Exp | 14 / 83% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 111 (base 100) |
Dexterity | 101 (base 100) |
Constitution | 107 (base 100) |
Magic | 104 (base 100) |
Willpower | 107 (base 100) |
Cunning | 104 (base 100) |
Resources
Life | 440/491 |
Psi | 462/462 |
Healing Factor | 1.5252707581227 |
Regeneration | 0.38131768953068 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +185.57356608479% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 25 |
See Stealth | 168.07773609743 |
See Invisible | 168.07773609743 |
Offense: Mainhand
Damage | 160 |
Accuracy | 126 |
Crit Chance | 29% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 127 |
Crit Chance | 31% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +5% |
Cold | +10% |
Nature | +4% |
Offense: Damage Penetration
Cold | +8% |
Physical | +6% |
Defense: Base
Armour (hardiness) | 6 (80.623700623701%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 104 |
Spell Save | 104 |
Mental Save | 104 |
Defense: Resistances
Nature | + 28%( 70%) |
Mind | + 31%( 70%) |
Physical | + 28%( 70%) |
Cold | + 35%( 70%) |
All | + 24%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 22% |
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
Psionic / Possession | 1.50 |
| 46/5 |
| 42/5 |
| 38/5 |
| 34/5 |
Psionic / Deep horror | 1.50 |
| 41/5 |
| 37/5 |
| 33/5 |
| 29/5 |
Psionic / Psionic menace | 1.50 |
| 46/5 |
| 42/5 |
| 38/5 |
| 34/5 |
Psionic / Battle psionics | 1.50 |
| 46/5 |
| 42/5 |
| 38/5 |
| 34/5 |
Psionic / Body snatcher | 1.50 |
| 46/5 |
| 42/5 |
| 38/5 |
| 34/5 |
Psionic / Psychic blows | 1.50 |
| 46/5 |
| 42/5 |
| 38/5 |
| 34/5 |
Psionic / Solipsism | 1.50 |
| 46/5 |
| 42/5 |
| 38/5 |
| 34/5 |
Generic Talents
Race / Dwarf | 1.20 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Cunning / Survival | 1.20 |
| 45/5 |
| 41/5 |
| 800/5 |
| 33/5 |
Psionic / Ravenous mind | 1.50 |
| 46/5 |
| 42/5 |
| 38/5 |
| 34/5 |
Technique / Combat training | 1.20 |
| 9/5 |
| 9/5 |
| 8/5 |
| 50/5 |
| 15/5 |
| 14/5 |
Psionic / Mentalism | 1.50 |
| 46/5 |
| 42/5 |
| 38/5 |
| 34/5 |
Effects
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+86% global speed). Clarity |
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+2 eff.) Fatigue: -3% Maximum encumbrance: +22 Physical save: +6 (+0 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 4 cooldown : Effective talent level: 4.0 Power cost: 4 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +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. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Con Changes damage: +5% arcane Mana each turn: +0.80 Mana when hit: +0.70 Maximum mana: +40.00 Spellpower: +5 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Changes stats: +1 Str Changes resistances: +6% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Damage (Melee): 5 nature Changes stats: +3 Str Changes resistances: +5% nature Changes damage: +4% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Wil / +2 Cun / +2 Con Physical save: +11 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +17 (+3 eff.) Mindpower: +3 (+0 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +5 Changes resistances penetration: +6% physical Blunt and deadly. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
In off hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +1 Dex / +1 Mag / +1 Wil / +2 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% mind Confusion immunity: +22% Amulets can have magical properties. |
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. |
![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +20% Sharp, long, and deadly. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Infravision radius: +1 A cap made of leather. |
![]() Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 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: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
![]() 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 26 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (16 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Terra the Dwarf Possessor level 14
17th Voratun 122nd year of Ascendancy at 13:49 see stats
By Terra the Dwarf Possessor level 10
17th Voratun 122nd year of Ascendancy at 05:55 see stats
By Terra the Dwarf Possessor level 14
17th Voratun 122nd year of Ascendancy at 13:42 see stats
By Terra the Dwarf Possessor level 14
17th Voratun 122nd year of Ascendancy at 13:49 see stats
By Terra the Dwarf Possessor level 14
17th Voratun 122nd year of Ascendancy at 13:49 see stats
Log
Bought: skylord's rough leather belt of the vagrant for 211.50 gold.
Bought: nightruned rough leather belt of unlife for 54.57 gold.
Bought: traveler's pair of iron boots of evasion (10 def, 3 armour) for 92.38 gold.
New shimmer option unlocked: steel mace
Terra wears (replacing balanced iron longsword of massacre (16.5-23.1 power, 2 apr)): truestriking steel mace (12.5-17.5 power, 3 apr).
Terra wears: traveler's pair of iron boots of evasion (10 def, 3 armour).
Terra wears (replacing rough leather belt of life): skylord's rough leather belt of the vagrant.
Bought: eldritch linen wizard hat of the Brotherhood (1 def, 0 armour) for 217.59 gold.
Terra wears (replacing miner's rough leather cap (0 def, 3 armour)): eldritch linen wizard hat of the Brotherhood (1 def, 0 armour).
Bought: noble's rough leather belt of unlife for 99.38 gold.
Bought: murderer's linen cloak of the Shaloren (1 def, 0 armour) for 101.39 gold.
You gain 1.97 gold from the transmogrification of nightruned rough leather belt of unlife.
Terra wears: murderer's linen cloak of the Shaloren (1 def, 0 armour).
Bought: soldier's iron pickaxe (dig speed 20 turns) for 38.64 gold.
Bought: bright brass lantern of health for 91.27 gold.
Terra wears (replacing brass lantern of health): bright brass lantern of health.
Terra wears (replacing quick elm wand of trap destruction [power 16] (2 cooldown)): soldier's iron pickaxe (dig speed 20 turns).
Terra switches her weapons to: mossy mindstar
mossy mindstar.
Terra switches her weapons to: truestriking steel mace
mossy mindstar.
Talent Dig is ready to use.